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Let's continue the Vader-Mania just a little bit more by psoting an article of a fantasy-replica of japanese heritance. That's right, the suit of Sith Lord Darth Vader has been replicated in in 1/4 of its original size but with a twist: it has been modified to better suit the japanese traditional Samurai look. Awesome, I think. Crazy but awesome. [...](show me)(don't show me)
<< Samurai Sith Lord February 13, 2007
The signature look of the Star Wars movies has always owed a great debt to the past: the Rebel starships loosely resemble World War II aircraft, or at least "feel" like they do; the blasters are based on actual mid-20th century pistols and machine guns; and the costumes are evocative of several classical styles, including the Nazi-esque uniforms of the Imperial officers and semblance of the Samurai in the costume of Darth Vader.
Japan's Yoshitoku Company recently reversed the life-to-art rule by incorporating some of the Dark Lord's costume features back into the traditional design that helped inspire it. This year, Yoshitoku will be offering a "Samurai Vader" quarter-scale costume to Japanese fans celebrating Tango no Sekku, or Japan's "Boy's Day" festival on May 5.
One tradition of Tango no Sekku includes the displaying of the Samurai yoroi (armor) and kabuto (helmet) by a boy's family in the hopes that it will protect his spirit and ensure good health and prosperity. The yoroi and kabuto, while reduced in scale, require the same level of skill and attention to detail in their manufacture that the original full-size costumes once demanded. This centuries-old craftsmanship has been kept alive in the Yoshitoku Company for the last 300 years, providing the traditional Samurai accoutrements to families celebrating Japan's sons every year (Girl's Day, or Hinamatsuri, occurs on March 3, and includes the display of dolls dressed in traditional female costumes).
Opening its doors in 1711 as a shop selling toys and dolls in what is now Tokyo, Yoshitoku turned exclusively to doll manufacture after the Great Kanto Earthquake of 1923. They now enjoy the admiration of the Imperial Household Agency for the imperial family, and even hosted a tutorial on Japanese doll manufacturing for Princess Diana while on a trip to Japan. According to Yoshitoku, this is the first time in their history that a crossover product such as the Samurai Vader has been produced.
"It was challenging for us to blend the entertainment character with our traditional products," a spokesman for the company says. "However, we thought it worth doing when Star Wars marked its 30th anniversary." While the blending of Darth Vader with the Samurai look appears seamless in the final design, the process of reconciling the similar but separate looks took some doing. "Since the Vader helmet itself was originally designed in the motif of a Samurai's kabuto, it was not difficult to find the similarity. However, it took time for us to consider what to add to the costumes in order to blend the sense of Star Wars with the style of traditional Japanese weapons. Also, we had difficulty in making the product appear like the ancient Japanese military commanders would have worn it."
[ Woody's Checkpoint: # top # ]
Transforming Vader into a Samurai, or a Samurai into Vader, required the integration of several design motifs that married the traditional with the fantastic. "First, we hit on the idea of adding the 'front crest', which was designed based on the Imperial Icon, to the front of the helmet," says Yoshitoku. "By adding this, the 'leader of the Imperial Army' image is emphasized, as ancient Japanese military commanders used their ancestral family emblems on their front crest. We also added a Vader-like design to the face guard (called a menpo) which features a handcrafted look as if artisans of the past had done it."
Because it was important to maintain the traditional Samurai design motifs while incorporating features of Darth Vader, a specialized designer was brought in. "The design required an advanced design sense," says Yoshitoku, "so we decided to ask Mr. Takayuki Takeya, who is one of the most famous sculptors in Japan, to draw the designs." According to Yoshitoku, Takeya has created several product sculpts for Bandai, a Japanese toy and model manufacturer, and also created sculpts for Alien and Predator statues. Because he is so sought-after in Japan, Takeya was only able to provide design sketches for the Samurai Vader.
"Actual prototype production was done by Mr. Tatsushi Satoh under the lead of Mr. Noboru Kawakami [president of J.A.P. Inc., who produces silver Star Wars accessories in Japan]. The prototype made in the 1/1 size was scanned by a 3-D scanner and a rough prototype was made using a computer-controlled cutting machine. Mr. Sato then finished the prototype by hand and Mr. Takeya himself provided the fine-tuning."
Yoshitoku likes to point out that while some of the costume's parts required state-of-the-art technology to produce, many of its components were created using ancient skills and traditional materials. "Basically, many parts of the helmet (kabuto) and armor (yoroi) are made by hand," says Yoshitoku. "The materials used for each part are similar to those that were used for the real thing. While we can mass-produce the metallic parts that can be duplicated, we still have to assemble those parts by hand. Also, many of the materials include cloth and strings which essentially have to go through the traditional production process. Many of the artisans who master these skills are over 70 years old."
In addition to the helmet and armor, the full ensemble will include a traditional bow and sword. "For the sake of safety, no real blade is attached," says Yoshitoku. "For the image of Vader's lightsaber, we made the sheath (sword case) and bow in red. These [and the costume pieces] are all reduced four times (1/4 size) from its original size."
As the creation of these traditional pieces are considered high art in Japan and require a lot of hand-crafting, they will not come cheap. The kabuto (helmet) with bow and sword will cost about 180,000 yen (about $1,500), while the full ensemble including the yoroi (armor), kabuto, bow, and sword will run 330,000 yen (about $2,700). At this time, these items will only be offered in Japan. >> # top # | Q: Star Wars.com
I'll give you a bonus, my dear readers: there has been an exhibition with 66 replica artists in los angeles in 2oo7 called "The Vader Project" where the helmet of Darth Vader was to alter artistically in any way thinkable. Here are some results:
Labels: movies, new technology, 日本 japan
If you want to spend an hour or so with some videos from the iNet, nothing special really, here's something I can recommend: the adventures of Chad Vader, the day shift manager. Imagine Vader, the all famous Sith Lord from the Star Wars universe, working for the Empire ... Store, a 24 hrs. convenience store. Add a little bit of comedy and have a go at it. Eight episodes on the whole of season one, a DVD and alleged comedy series might be following. Watch 'em all at YouTube or start with the first episode here: [...](show me)(don't show me)
# top # sent by Gavin Labels: movies, video
Finally I've managed to lay my hands on a little gem for the Nintendo DS™ that I always saw there in the corner of my eyes, waiting for me to grasp it, to raise it high above my head, praise it - worship it!! - only to plunge it deep into the depths of my handheld and *god-damn* play it!: Phoenix Wright - Ace Attorney. Although it was released in the end of March 2oo6 in the target lingo most attractive to me (in this case that would be german) it took me quite some time to actually play it myself. I've heard a lot about it through GameTrailers (blasphemy! There's no archive function for really old titles in GT!! I never knew that.) and other pop culture references. So at last the journey began .. and it was good ... [...](show me)(don't show me)
First off, this purely single-player game is a text adventure. And boy, text adventure it is, at its best. Although the "o-wiki-fficial" genre is called "adventure / visual novel" I prefer to call it a modern text adventure, like all those hentai dating sims. Just without the dating. And the hentai. But being a text adventure there are somewhat of a few let-downs that stick to the genre, and they are linearity and an easy difficulty.
Naturally creating a multi-pathed plot needs quite an amount of effort and time, so I understand the decision of a linear plot and I am totally fine with that. Sad but comprehendable. And naturally the difficulty is easy because when you're asked to make a decision you are supplied with a handful of "lives" which makes picking the wrong decision not very punishing. You just get to read the last five lines or so once more. Besides you can save anytime. But despite this, never lose all your lives or you have to start from your last save point. Read all you've read already again. It can be frustrating ... (-.-' )
As with the visuals, this is described rather quickly: it's all text accompanied by popular and effectful anime-illustrations being scantily put into animation (if you are no friend of the typical 'japanese art of still life' then you probably won't like Phoenix either). Not to forget the music which was, except for one increasingly annoying tune, quite suitable for most of the situations. Exciting when in danger, relaxing when investigating, moody when in empathical melancholy et cetera.
The gameplay is splitted into about an equal amount of investigation versus defending your client on trial which turns out to be an extraordinary load of fun. The investigation part feels like a good old click & point adventure while the other part, a mixture of cross-examination, finding of contradictions and presenting the investigated items and information, makes for an astoundingly exciting game concept.
Strangely Phoenix Wright: Ace Attorney was the most exciting game I've played since Hotel Dusk: Room 215 - although I'm not focusing solely on DS games in this consideration. Despite having played games like Call Of Duty 4: Modern Warfare, Burnout Paradise, Assassin's Creed, skate., Kingdom Hearts 2, God Of War 2 in between I still can't say I was as much excited by them as I was by this game. They were all somewhere between "boring" and "entertaining", most of them rather boring - addictingly challenging in the case of Call Of Duty 4 but not exciting. Oh, I forgot The Legend Of Zelda: Phantom Hourglass - although, on second thought, in spite of being wonderfully fun to play, this Zelda game was not as exciting and thrilling as Hotel Dusk: Room 215. Or Phoenix.
I think what makes this game so exciting and thrilling - among many other things, like the story - is that sometimes you had to made decisions you didn't understand until a few lines later. Just like the protagonist (^^ ) That was also what made this game funny. Just like the characters, although some of those didn't really behave like they should when on trial, imho. Or maybe that's just me being fuddy-duddy again.
And talking about the story, it really was a decent compelling crime story. Something I haven't experienced for a long time - even better than Hotel Dusk, maybe - be it videogame, book or (hollywood) movie. It was like Conan times three. Come to think of it, thanks to the added episode with touch screen and microphone support - unlike the previous episodes due to the game being a GameBoy Advance™ port - you feel all the more like a detective. So why not make a Detective Conan-game like this one? I truly wish this would happen ...
Apart from all these bad things mentioned so far there was actually pretty few material recycling for a modern text adventure, fewer than I expected. I mean, there is material recycling, like only one illustration for each state of emotion per character - which is rather typical for a japanese media of entertainment actually - or returning characters from previous episodes. But in Phoenix they don't seem very odd. I've seen worse (Sam & Max: Season One for example). And I expect worse from the sequels of Phoenix, with which I mean that characters of the first game might occur in the sequels.
My final word: Phoenix Wright: Ace Attorney gets a 9.6 out of 1o from me. I think it would be cool if you would be punished harder for making wrong decisions forcing you to think harder about your reasoning in order to achieve a better deducation skill, but apart from that it was the best game I've played this year so far, I guess. # top # Labels: vg review
Dark City is a movie that was released 1998, The Matrix is a way more famous one from the year of 1999, obviously released afterwards. If you know both movies you might notice some bites that actually did end up in both of them. Coincidence? Or boldly stolen? Well, I knew both movies when I ran into this french article that pointed out these similarities but I hadn't noticed them before. Though, I really have to say: while some scenes do look very similar to their counterpart-scenes of the other movie, other comparisons seem fairly forced to me. But having a look at the first movie of the Matrix-trilogy surely makes me think in a way that the developers in Japan must have passed on for generations: "better well stolen then produced half-heartedly". Although I can't quite ignore and neglect the dangerous half knowledge of a certain comic The Matrix is based on ... [...](show me)(don't show me)
| | 1998 | 1999 |
 prevent a fall into a kloof  police cars in a dark street  deep view down an old staircase  creature with tentacles  old lamp in an old hallway  segregated telephone booth  deserted dark road  a mysterious girl with a tattoo [ Woody's Checkpoint: # top # ] an old pinup bill/poster  wide shot on an obscure town  claustrophobic shots: large and wide ceilings  single car and deserted wet street  a red pearl curtain  the canalisation of the town  bullets stopped by pure mind power  a brain intruding probe [ Woody's Checkpoint: # top # ] old firestairs  empty and refined interiors  a large hall with pillars on each side  an instrument for injection/extraction  telekinesis  a bald man with a roomy black leather coat  a pinup wearing a dress from the 5o-ies  mysterious old equipment [ Woody's Checkpoint: # top # ] a policeman wearing a uniform typical for the 5o-ies  a hero who can fly high up to the sky  the hero watches images of a better past  chase on rooftops, someone jumps and lands hard  an old subway  a medical view of an organism # top # | Q: Gougoule.com (although now not available anymore)
I can't believe how long this one has been in my to-do-stack. Must have been nearly two years. Insanity! Labels: eMails ausmist, movies
Now, I've had this IMHO awesomely great idea of how to improve FPS games (first person shooter), the aiming/turning in particular, then tried to work it out so that people who don't live inside my head could reasonably understand what I want to express, in its course expanded its purpose to be also useful for RTS games (real time strategy) and finally wanted to try to implement it on my own as I found the old PS2 Demo Disc containing YaBasic, but the PS2 Dualshock 2 support for YaBasic is more than primitive. Maybe I could still write a little piece of code on the PC but in order to make this work I need a controller I can plug into my PC or an adapter or something. [...](show me)(don't show me)
So here I am trying once more to write it down properly. Which is why I should finally start talking about it: the idea is called an "Analog Stick Sensitivity Dimmer". It is supposed to use the analogue-ness of the controller's buttons and triggers to change the sensitivity of the stick(s) gradually, in-game, off-menu and on-the-fly.
Why do I want to make the player juggle with this complex feature? Because except for one game in my entire gaming career, namely GoldenEye 007 for the N64™, I haven't experienced a single game with a controller-driven aiming functionality that was fun to play and didn't make you want to hook up a USB keyboard 'n mouse. All the other games either were too sensitive or too insensitive. If the controls were too sensitive then the slightest stick tipping resulted in a far too intense moving of the crosshair / character, but if they were not sensitive enough your character would need hrs. to turn by 18o°. At least that's what I think.
"Why even bother?" you may ask as more and more games are equipped with a hidden in-game auto-aiming functionality. And by "hidden" I mean it isn't said in the booklet of the game or in a tutorial how unimportant it is to aim accurately because there is a auto-aim feature built in with which you can just fire the shit out of your enemies - that's how my friend plays FPS games - instead of aiming for weak body parts - the way I like to play. Where's the challenge in that? Senselessly spit-firing without hesitation. He always shakes his head in incomprehension for my way of playing and I do ... well, vice versa. And what also makes it "hidden" in quotes is that there's no way to turn it off. Now, don't get me wrong. Not every game is like that but there still are quite a lot.
On a side note, let me take into consideration that most FPS games have an aiming button/trigger to somehow deal with this exact same problem, although all games I've experienced so far have used this "traditional" aiming feature in a digital way, on or off, which is unlike what I want to do. Sometimes the aiming even comes with a zoom and if I think about it, an equally gradual zoom would be a great way to visualize the "dimming" of the sensitivity. That way the player could probably learn faster how to handle the dimmer.
I've even made an excel sheet to demonstrate more clearly the benefits of my dimmer. The idea is to, deliberately, make the analog stick in charge for turning and aiming far too sensitive too aim so that you can turn quicker. By 18o° in less than a second, for instance. And when you push the dimmer in all the way it is far too less sensitive to turn around but all the more sensitive to aim with shocking precision. Expressed in an example: scanning an enemy standing about 1oo feet away with your crosshair from toe to head in let's say three seconds.
In the resulting chart ("traditional" vs. "with dimmer") I tried to take the deflection of the stick - in other words: how far you tilt the stick from "not at all" to the maximum - and the resulting angle a character in a FPS game would turn within one second of this amount of deflection and oppose them to each other. You can see with the "traditional" control setup you have two different sensitivity levels - no more, no less - but with the dimmer you have way more. 256 to be precisely, plus the default sensitivity, although I didn't enter all those 256 levels into the chart. The number 256 is derived from the simulated analogue-ness of the buttons which still are digital but "just" with 256 pressure levels. Does this number include 0? Then you don't have to add the default sensitivity, I guess ... Anyway I hope you get the point.
Naturally you would have to get accustomed to the dimmer first, in order to use it properly. I can't imagine that I'd be able to play with it properly without a few minutes., let's say a good half an hour or so, of playing like that or absolving a good tutorial before really getting the feel of it - even if I was the developer who invented, programmed and tweaked it. But then theoretically the aiming should become extremly accurate, don't you think?
And regarding the aforementioned expansion to RTS games: the same problem of too sensitive vs. not sensitive enough coming from porting a PC game with a mouse cursor to a console without a mouse (by default), or maybe rather coming from the mere nature of RTS games is one of the reasons why there are so few RTS games for consoles, am I right? Well, theoretically you could also use the dimmer to let a mouse cursor flit or creep across the screen.
There might be a possibility that, against its generous profit, this complex aiming system is unplayable for one or the other player because you have to hold so many buttons/sticks and watch how much you push them that the frustration will win over the fun. But I think it's worth trying anyway because once you've acquired the skill to play with the dimmer I think the benefit is all the more profitable. So, if you're a game developer, if you read all the way to the end and if you're just as fascinated by that idea as I am, then please, go ahead and build it into your next game. Please take this idea as long as I'm not able to create my own game with it. Take it as a gift. For the sake of gaming all around the world. # top # Labels: videogame news, world improvement
Oh boy, I can't believe I didn't psot these yet. They are so old by now. I mean, not because they're from the eighties and nineties but because I watched them about a month ago, or so. The thing I'm talking about is: oldschool cartoon openings. Nostalgia at its best. Plus two bonus clips, one at the beginning and one at the end. Enjoy! [...](show me)(don't show me)
UFO Lands On Guys Desk [3o secs] sent by Foifur # top # Labels: video
The topic is long over, there's nothing more to say, there is no fucking way I will ever understand what he meant but before I delete the mail-thread that I found while cleaning my inbox I just have to psot it. Maybe there is someone out there who can sympathize with me or explain it to me .. or hug me ´¯`(T0T )´¯` It all started with a game trailer ... [...](show me)(don't show me)
<<
YOU'VE GOT MAIL! Sender: THE_EYE Subject: Auch für PS3 und 360 !!! Date: 25.01.2008 19:01 Body: http://www.gamersyde.com/leech_5942_1_en.html
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Note from Woody: the link guided you to a teaser trailer for Far Cry 2 [Length: 1 minute 21 seconds - Format: 1280 x 720 46.875 fps]. With the subject he wanted to point out to me that the game, first announced as a PC game solely, will be released for P&X, too. The conversation between him and me continued like this.
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Woodrow: btw: "auch fuer PS3 und 36o" - Dasselbe wurde auch von Crysis am Anfang gesagt. Also gilt wie immer Abwarten ..
THE_EYE: richtig... nur das es crisis jetzt NUR noch für die PS3 geben wird ;p
Woodrow: haeh? Und wovon traeumst du nachts? Sollen die ganzen bereits verkauften / runtergeladenen PC-Versionen wieder zurueckgeklaut werden oder wie?
THE_EYE: da sich meine ursprungsmail auf "PS3 und 360" bezog, beziehen sich meine antworten natürlich auch nur auf die PS3 bzw. 360 versionen... ~_~ ;p
Woodrow: ich kann dir nicht ganz folgen. .... aber egal.
THE_EYE: ich sprach nicht von der PC version ;) that´s all...
Woodrow: vergiss es. das hat alles irgendwie keinen sinn mehr. neuer Far Cry 2 Trailer (PC-Spiel); uebrigens auch fuer PS3 und Xbox36o; dieselbe Entwicklung des sich staendig veraendernden Releases gab es aber auch bei Crysis; Crysis nur fuer PS3? Crysis gibt's doch schon fuer den PC - wie soll ein (Teil)Release *rueckgaengig* gemacht werden?; Ursprungsmail bezieht sich auf "PS3 und Xbox36o"? nein auf Far Cry 2!; Antwort bezieht sich auch "nur auf PS3 und Xbox36o"?? dass du sagst "Crysis kommt nur noch fuer PS3" bezieht sich auf "PS3 und Xbox36o"?!, du verlaesst das land der logik!; du sprichst nicht von der PC-Version? aaach, mooooment ... du sprichst gar nicht- du sprichst weder von Far Cry 2 fuer den PC noch von Crysis fuer den PC sondern von "Die Unwahrscheinlichen Abenteuer Des Parciwald Jones Im Land Der Knochenmumien" fuer die LEGO Grabbelkiste? Sag das doch gleich!! .... (-.-' )
THE_EYE: oh gott rafael... *ganz feste drückt* "ruhig brauner, gaaanz ruhig" ;p >> # top # | Q: My Inbox Labels: eMails ausmist, personal, videogame news
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