Saturday, October 31, 2015

The Martian Movie Review


The Martian has been getting plenty of critical acclaim and although I believe this is indeed a good movie is not really great or ground breaking...

The best parts of this movie is the story and Matt Damon's performance, I would give a simple summary of the plot here but let's just say is better to go into this movie knowing has little has possible, but it's basically Matt's character get's left alone on the planet Mars and is trying to survive... more happens but does are exactly the problems I have with this movie (I'll get into them in a moment)

Although I have never considered Ridley Scott to be a great director he does a pretty good job here, he does convince me that Matt Demon's character is a men who knows his field and puts that knowledge to the extreme to survive, clearly knowing he is millions of miles from earth is easy to get that anxiety, this arc is without a doubt the best part of the movie...

Unfortunately the movie has one crippling flaw, it's way to long... movies can be long and still be good, however The Martian doesn't count with enough material to make the movie interesting for a 2 hour run: What I mean is that this movie could have easily be 1n'1/2 hour long and all they had to do was cut everything that didn't included Matt's character, exclude his squad, the NASSA drama and earth all together, focusing only on Matt's perspective would have made the movie increasingly better in almost every way; even if the earth portions had good characters that actually acted like reasonable adults so credit where credit is due. The fact that the movie cuts every time to earth shatters my suspension of disbelief, because I can easily be absorbed by Matt's turmoil and struggles but every time they cut to earth I disconnected with the plight of the main character.

The Martian is a very good movie and one that is worth watching, the directing and acting in this movie is great and i really liked the story... but i am certain that if this movie would have been told from Matt Demon's point of view and never showed earth unlit the very end it would have been far better...

Sunday, October 18, 2015

Indivisible: An RPG by Lab Zero and 505 games


Lab Zero (creators of the fighting game Skullgirlz) are currently working on a new RPG, since they are independent developers they have started an IndieGoGo campaign... they need all the support when can give them so these talented people can make this game happen.

You can also download a prototype if you want to try the game for yourself, visit their campaign site here: https://www.indiegogo.com/projects/indivisible-an-rpg-by-lab-zero-and-505-games#/

Saturday, October 17, 2015

Video games are turning out broken or unfinished while slowly becoming an expensive luxury


I have been playing video games ever since I have been able to hold a controller and with time video games have indeed evolved: we have passed from playing simple games of pong to high definition graphics so good they can match does special effects seen in movies... but with the advancement of technology we are introduced to new problems we never thought we'd eventually see.

Games in the 90's and early 2000's were released relatively complete, this is me speaking from my memory, back then the games we got were what we get witch is why there always seem to be more care to release a more complete product with has little glitches and problems has possible, if a developer made a mistake recovering from it was a difficult ordeal: they had to re-release these games in new disk/cartridge formats to fix does issues.

For example: When Ocarina of Time was lunched, the original Fire Temple music had a chant that reassemble islamic chants and got some backlash for it so nintendo's next cartridges of the game had a new music for the temple... now days thanks to the improvements of technology and advancement of the internet developers can now fix games with online patches, making this issues disappear quickly and comfortably, on paper this practice sounds perfect... but the industry has unfortunately adapted a new format that hurts the consumer.

Games now days tend to lunch broken, unfinished, bugged out or flat out unplayable and this is something that despite a vocal majority stating it out, developers and publishers seem completely uninterested in fixing the practice... when players buy a game at full price they expect something functional, they are paying far more than they would for a movie or a comic... in fact some player may have bought some special edition or something.

The way games are being sold to players is also insulting:


How is this possible? Selling to the consumer who purchase a game at full price having their product sold by bits and chunks, is indeed a terrible and awful practice that hurts the pockets of the consumer making buying a game a full luxury... an overall game with all content can cost you around hundreds since some of these developers don't even let you get some kind of season pass but making you buy each pice of content separately. Downloadable content and expansion packs felt like a great way to extend the life span of a video game but now developers have the need to instead separate game part from the product and sell it to us separately.

The biggest newest trend is the practice of micro transactions in games that you have already bought, why? how is this possible? why apply this kind of practice of video games that players have already bought for full price?

Before I go forward I want to let you know I am well aware of how expensive and hard it is to develop video games now days: Modeling, texturing, rigging, animating, programing, designing levels, writing the story, recording voice acting, etc... It's hard work and one that I commend all of the men and women who dedicate their profession in this. Has consumers however, this practice is something that should be unacceptable by anybody since is a way to demand more out of you... before we know it we have expended up to hundreds into a single video game when you are buying other games at full price and apply the same practice.

Speaking for myself, I am not rich... my line of work is that without a regular salary and I struggle to get enough money to get by, I have to save up to get what i want (sometimes for months), so when I have to see game developers asking more money out of me after I purchased their game is insulting to my intelligence and my wallet; no amount of singing the same "it's completely optional and you don't have to use it" damage control by the developers is going to make me feel any better because this is just ridiculous on every level.

The point is: If has a developer you have to milk your consumers out just to get by then something is very very VERY wrong with the industry... because if developers and publishers now have to ask us for extra money after purchasing their game it feels like (forgive me for the flowing) I am getting punched in the dick.


Video games are becoming a luxury because only does who have enough time and money on their hands can now get the maximum out of a game... something I and does like me cannot afford. Perhaps one day I will have to quit gaming overall if this kind of practice continues... with Fallout 4 being the last video game I will have bought and I will be sad to know that one of my favorite hobbies has become an unaffordable luxury.

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I wanted to make a review of the web series RWBY but since volume 3 is coming out October 24th is going to be put on hold, if you are interested in checking it out you can now catch up to the show on Rooster Teeth's YouTube Channel

More content and Updates coming to this site soon!

Stay Tuned!

Tuesday, October 13, 2015

Twitch channel available + Update

Hello ladies and gentlemen:

I know I have not posted has much content here has I thought I could, but I have been branching out in other places, getting things done, etc...

Anyway: I wanted to let you guys know I have a Twitch channel now: you can check me out there when I play games on my PS4, (this has nothing to do with my branching out statement)

Here is the link: http://www.twitch.tv/navy_enrik

About reviews and such; I was writing a review of the Rooster Teeth anime inspired web series "RWBY", but because very soon there will be a new season I will wait until later, I am in no rush after all.

Thank you guys for checking out,
Stay tuned!

Tuesday, October 6, 2015

How to work with Adobe Photoshop


I have been using photoshop for almost 4 years in a row and even though I don´t consider myself an expert since I am constantly learning new things every time, I do enjoy to use it and to see how my project takes form through the work I put in it makes me feel that everybody can do the same if they put their hearts on it.

Before I begin, you might want to take a look at my How to Draw post where I explain the steps I use to draw my characters... but for this post I´ll be exclusively going on about how I operate photoshop and maybe hopefully leave an impression on you (I am currently working with the CC 2014 version):

1- The first step is to import the drawing made on paper onto photoshop (that is of course if you decide to do it in this form), the best resolution I recommend is 300 pixels science is far more comfortable to work on the computer. If you believe your computer is not powerful enough to run this kind of res then try working at 150 or 200 pixels, you can also try going for less but the final result may not look has you might want.


2- The picture is set has a locked BG, you could unlock it to edit on the surface but I suggest you create another layer above it and fill it with white or another color that allow you to see the line when you extract it from the picture... to do this we need to select the line from the original picture: simply select the background layer, go to the selection tab (on mac) and select "Color Gamma" (sorry for the spanish on the interface).

With this tool we are going to select the line from the drawing, by simply clicking on the line you will have the selection ready, note that the "invert (invertir)" selection must be off or otherwise you will end up picking anything but the lines from the drawing; make sure you have selected the line has precise has possible to make the next step much easier.

Use the "Drop count" tools on the gamma window do increase the radius of lines you want to pick up (+ to add and - to reduce the magnitude) and the tolerance bar to select how much of the line to augment, too much will pixel your lines so watch out.


3- After you have selected the line, we must paint that area (preferable color black) with the brush tool augmenting it´s size to paint around 300 px or 250 px would be enough to cover well the selected area in a new layer. try re-bruching the same area at least 3 times to make sure you have covered the whole selected area: Remember to do the painting in a new layer not on the original picture.


With this done comes the fun part *sarcasm*...

Once you have painted the line, chances are that it´s going to look messy and not quite smooth has it should, you must re-touch the lines using both the brush and eraser tool primarily. It´s a long process to get the lines to look smooth and clean since it requires plenty of pulse and plenty of attention to detail to have this look good; I find this to be very annoying and perhaps the most tedious part to do on photoshop... but if you want the best results is important to invest time on this to make your lines look has good has possible.

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4- The colors must be placed in solid below the line layer, each color must be put separately in the respective part you want the color to go and also do each color on a separate layer to work easily with each color level when it comes to erasing over placed elements, etc...


Once you are done with each color element, you have to combine the layers of the colors you have made (be careful not to take the line layer), before that I always clone the layers just in case but is not mandatory.

Right click on the selected layers and choose "Combine Layers" (Combinar Capas), I didn´t name the caps but in case you find yourself lost on your own work do it:


The line and the color have to be on a separate layers, this is how it has to look with the line and without:




5- The next step in the shadows, this process is similar to working with the lines but before that you have to select the character elements from the color and line layers using the "magic wand" tool in the "quick selection" mode... create a layer where you can paint in black the selected area.


The layer that you painted in black is going to be your shadows, before that you have to lower the opacity (Opacidad) level of the layer (it´s located above the layer window in the top right), lower it to around 55% or lower depending of how intense you want your shadows to look.


6- You must retouch the shadows similarly to how we did with the line before, using pencil and eraser tools to make the shadows give volume to your character.


The example I am showing on the left is just how that layer that of how the shadows looks like without the character model behind it.

7- Last is the final touches: a background, color opacity using masks (completely optional but recommended to get the best looking art). For this step I really have no core style... let´s just say that is all about experimentation, see what works and what doesn't; work with separate layers and depending of what this is, for example: If you are going to do the background use layers behind the character model, if you want to work on lights sources use layers above the character model, etc...


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Thank you for reading, I hope this extremely short and simple tutorial was useful to you somehow... it´s important to practice and experiment a lot to discover what things you can do and what you can show with does steps. Again I don´t consider myself an expert on the matter but I do like to think I have enough experience to share this with other people who are interest in learning how to use this extremely useful and very good image editing tool.

I´ll have more content in the future, stay tuned!