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1990s and 2000s Nostalgia

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Fellow Time Traveler 04/15/2020 (Wed) 02:12:08 No.536
Aesthetics thread Missing files >>1594
Edited last time by GOAT on 06/29/2021 (Tue) 13:42:48.
Missing files >>1595
Edited last time by GOAT on 06/29/2021 (Tue) 13:44:06.
A have a bunch of old CGI saved. A lot of them are pretty small, but I'll still probably post more.
>>1013 For some reason, I really appreciate the unpolished look of old CGI, that unreal sharpness. There's a beauty in it.
>>1014 I actually hate most CGI, but there's something really charming and likable about the more vintage kind. Something about the crudeness of it makes it seem like its own style, as opposed to seeming like it's just trying to just ape real life.
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Check out digitalblasphemy.com The artist who owns the site has been working since 1997
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>>1019 I was actually going to post some of his stuff, but I think the filter got me. I keep running into problems with duplicate images. I have that third one saved, but the file I had before you posted that one is much smaller.
>>1023 saved. altitude1920a is wallpaper material.
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>>1025 It's a little too refined for my tastes, but I have a thing for hot air balloons and blue skies. Same for the sunflowers in this second image.
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>>1026 First. I mean.
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This first one was upscaled.
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Tried some more upscaling. I don't think the one with the swing turned out well due to the obvious image noise.
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Should I continue with these or just post the originals when possible?
>>1050 The noise does add that mid-00s flavor, i like it although for archivist reasons some might not like it. But i guess they can back search via image, i'll say you should proceed.
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>>1050 Someone on /wg/ paid for membership and made a torrent archive which is apparently all of their wallpapers up to 2014. Unfortunately at the moment there's only 1 leech, hopefully someone in a different timezone will seed it. Yes, it's 32GB. It has all the resolutions. If that doesn't work, you can scrape a heap from https://archive.nyafuu.org/wg/ searches. There's some good threads with other artists, pic 3,4,5 related. magnet:?xt=urn:btih:EFCB910981FC3FCA9767C66A6F66E3C808AB1D70&dn=DigitalBlasphemy+Wallpapers+2014&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A80&tr=udp%3A%2F%2Ftracker-ccc.de%3A6969&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=http%3A%2F%2F9.rarbg.com%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Finferno.demonoid.ph%3A3389%2Fannounce&tr=udp%3A%2F%2Ftracker.zer0day.to%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fcoppersurfer.tk%3A6969%2Fannounce
>>1054 Okay, I'll try some more later on. >>1059 It's too bad there are aren't any seeders on that torrent. I'll give it a try anyway.
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Unfortunately, it doesn't look like the torrent option is getting anywhere.
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>>1013 I just read some books from a guy named Jurgen Ziewe detailing his out-of-body experiences and interdimensional travel, and it turns out that he's the guy who created those first two images. I came across a book of his work a while ago but couldn't remember his name for the life of me. I'm thinking about buying it.
I love these kinds of motion graphics. https://www.youtube.com/watch?v=y6HCnub_OoU https://www.youtube.com/watch?v=_YW1HY6tBmk >tfw gizmodo was just a big scam
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Is there a term for this particular design style?
>>1135 I don't even know what you'd call it, although I remember seeing it around a lot in the 2000s.
>>1135 Y2K Aesthetic. Probably.
>>1142 When I think of 2000s imagery, I usually picture palm trees and sunny weather like in that last one.
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>>1148 Last pic looks straight out of POV-Ray. Used to love messing with it back in the 00s. These aren't mine, I just found them on a Geocities archive. He included the source code for some of his pics, so I rendered what I could in a higher resolution. Some of it didn't render though. Just wasn't compatible with newer versions of the program. This is where I found it: https://www.oocities.org/siliconvalley/pines/5520/
>>1135 This is called the Metalheart aesthetic (~1998-2004), I saw a post about this exact style on the Y2K Institute: >Thought I’d start doing some posts on various aesthetics I’ve been studying since starting my exploration of Y2K four years ago. Metalheart, named for the 2001 book of the same name cataloging the work of Swedish designers Andreas Lindholm and Anders F. Ronnblom, is a visually complex and heavily digital aesthetic popular in the very late 90s and early 2000s. Its precursors include experimental deconstructivist works of designers like Zaha Hadid, the loud and expressive graphics used in rave flyers of the era, and designs by firms ATTIK and Me Company. >The style further developed in online communities like DeviantArt, Customize.org, and Depthcore, becoming more elaborate and complex as time went on. The hallmarks of this aesthetic included intricately-crafted, abstract, chaotic, and dramatic digital compositions, futuristic ‘tech’ interfaces with superfluous type, extensive overlays and effects, short (sometimes cryptic or poetic) phrases, and mainly dark/cyberpunk titles like ‘Deterioration, Injektion, Overdose, Biohazard, Brokenfaith’ to name a few. Since the popularity of this style was concurrent with an era of intensive user customization, it manifested in a variety of forum signatures, wallpapers, UIs, and skins for mp3/media programs. Source post (archived): https://archive.ph/1Z7sD >>1150 >Some of it didn't render though. Just wasn't compatible with newer versions of the program. Judging by the creation date on some of the sources, they were either made to render with POV-Ray 2.2 or 3.0 so do try those versions.
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>>1150 Yeah, I love that primitive style that POV-Ray images tended to have. It's capable of doing highly detailed images, but I prefer the really stylized and rudimentary-looking ones.
>>1151 Damn what an awesome page
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>>1162 That eyeball picture is just the right amount of surreal for me
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>>1175 First pic reads like something straight of a Far Side comic, I love it.
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>>1181 To me it's a nice time capsule from that period.
>>1171 Nice artstyle :)
>>1151 I tried finding the Metalheart book to download but it's not available anywhere, I did however find the CD-ROM that came with the book and found some cool hi-res wallpapers inside! >>1182 >third pic That's some trippy shit.
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>>1184 Definitely. Here's a more high-res version of the second image. There's something charming to me about that older render though. >>1186 >That's some trippy shit. It's from a game called Fin Fin on Teo, the Magic Planet. LGR did a video about it. I've never played it, but it looks really charming. Here's an Internet Archive link that supposedly works: https://archive.org/details/finfin
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>>1198 Which program made these? I wanna render such beautiful clouds.
>>1199 The guy's site said most of his work was made with POV-Ray.
>>1200 Got a link?
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>>1210 Here's his site: http://www.infradead.org/~wmp/scenes.html There are some nudes, so it might be considered NSFW.
>>1215 Pog
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>>1224 The river and bedroom scenes are extra comfy
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>>1226 Definitely.
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>>1231 <hi-res Mark Miller renders Where did you get these?
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>>1232 I hate to admit it, but I found most of what I'm posting off Le Reddit's vintage CGI board.
>>1233 >I found most of what I'm posting off Le Reddit's vintage CGI board. Take what you can, give nothing back!
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>>1234 Yeah, there's no way I'm going to make an account there or anything. I have found that board to be a goldmine for these kinds of images, even if it's a pain to scroll through due to crappy web design. I collected about three months' worth of image posts I found interesting last time I went on there. >>1234
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>>1238 First pic is incorrect, here's the correct version. The reason it looks like this is because the image used as a height map (i.e. how the ground is shaped) was rotated. So by rotating the map back to its original orientation the picture now makes sense, no more floating palace.
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>>1255 Thank you. As obvious as it is, I never even noticed how that was floating. I was too busy looking at the centipede monster thing.
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>>1233 Fun fact; the first pic was a WIP which later became pic related. Sadly the source file for the completed version was never shared, only the incomplete version. Third pic is also incorrect, for some reason it renders garbage using POV-Ray 1.0 but not 2.0. I uploaded the correct version. >>1256 >I was too busy looking at the centipede monster thing. Funnily enough Mark Miller calls it a "slug".
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>>1257 >Fun fact; the first pic was a WIP which later became pic related. Sadly the source file for the completed version was never shared, only the incomplete version. Neat. I'm not sure which one I like better. I find the Fisher-Price colors and floating orbs of the original charming, but I like the water and the more put-together appearance of the later one. >Third pic is also incorrect, for some reason it renders garbage using POV-Ray 1.0 but not 2.0. I uploaded the correct version. Thank you. It does look much nicer with the proper columns and without the the creatures' unintentional proboscises.
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I don't know who made this but it looks aesthetic
>>1262 It's from the Jeffrey Epstein level in Kirby 64.
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>>536 Missing files
Edited last time by GOAT on 06/29/2021 (Tue) 13:42:26.
>>538 Missing files
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>>1263 8 / 10
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>>1967 Where are these picture from?
>>1968 The CD store pics are from this site: http://www.e-spaces.com/lbw/portfolio/projects/port_cdshop.htm I don't know the source of the Technopolis ones, but they apparently date back to 1998. They look too rough to have been professional pre-rendered concept art from that time, so maybe they were real-time renders from some software release. There could have been some promotional program released prior to the Technopolis opening up as a way of generating publicity.
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>>1969 The CD Store states on that website, it was made using Virtual Home Space Builder https://archive.org/details/vhsb_2.2 so it was a VRML website. Neato.
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>>1971 It would have been interesting to see.
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I just got this. It's a neat little book of 3D artwork from 1997 and is the source for the Jurgen Ziewe images in the thread (most of them, at least). It's worth a buy if you come across it and like that style of art.
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I spent way too much money and got Metalheart with the CD included only to find out that the ISO I got from archive.org is the same one from the book so that's midly upsetting. It's a great book with a lot of truly beautiful art, definitely inspiring for my /agdg/ adventures. If you want to check it out you can get the CD from the first and second books here: https://archive.org/details/metalheart
>>2070 actually that link only has a partial list of the files, here's the full ISO rip from my copy: https://www.mediafire.com/file/bsfiektwnhc8j24/Metalheart_is_Digital.iso/file
>>2070 >>2071 This is great, thanks anon. scans when
>>2070 Nice nips
>>2074 I don't know a way of getting scans in without destroying the book's spine, and it's something I'd really rather keep for myself for the future. I paid about $60 burgerbux for it which is way too much but I think it will be worth it.
>>2079 That's perfectly understandable. If you do ever find a way to take decent quality photos/scans please do share them.
>>1151 I love this kind of skeuomorphic art style. I hope to do something that can properly emulate it one day.
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These are conceptual images prior to the construction of some stadium or something. I wish they were bigger.
>>2163 >I wish they were bigger. Try running them through waifu2x
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>>2164 Upscaling is definitely an option, but I meant bigger right from the start. Images that weren't considered small back then seem almost tiny now.
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Some Windows XP desktop images.
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>>2169 I have Bliss scanned at 600DPI. Remember this was medium format film. I bet it could be scanned at a much higher resolution too but even at 600DPI you'll see stuff you hadn't seen before. It is a large 2.37MB file, you have been warned.
>>2173 I have a whopping TIFF file of it in the same dimensions that's too big to post here, but this should be good for the people who don't have it. Thanks.
>>2174 No problem. Is there anywhere we could get that TIFF file?
>>2176 Nice. Thanks.
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I have come to the realization that I am madly in love with the metal heart aesthetic and I want to replicate it using modern web technology. Aside from the obvious (don't use XHR panels, don't use flat iPhone buttons/symbols), how can I do this? There are a few archival sites I've found that discuss old aesthetics, but there doesn't seem to be any demand for people to make websites like this, and thus there are no tutorials. I basically want to take standard CSS and make it look like everything on the page is made of molten metal, mercury, and other types of machinery. How can I do this without just loading a shit tonne of PNG images for frames, borders, etc.? I know that a lot of the animated and interactive websites I remember fondly were made with Adobe Flash, which isn't supported anymore - but surely there must be some way to replicate the look and feel of them, right? Here are some resources I found which catalogue old aesthetics, so I'm at least contributing something: https://www.webdesignmuseum.org/ https://yewtu.be/channel/UCLdCQ9kNutdT7rCF6ZOrFNg https://yewtu.be/watch?v=V1we3O42ZWI (pic related) https://www.webdesignmuseum.org/gallery/realityslip-2003 (pic related) https://cari.institute/aesthetics/metalheart https://aesthetics.fandom.com/wiki/Aesthetics_Wiki (this one seemed surprisingly robust considering it's a Fandom wiki - make sure you have your script blockers disabled)
>>2186 >How can I do this without just loading a shit tonne of PNG images Your picrel looks like it's mostly made up of prefab assets, which makes sense since scaling was less of a concern back then. Gradients and single pixel borders seem integral to the look. CSS is turing complete so the answer is basically 'learn CSS' though there may be a performance impact of generating this design in real time.
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>>2186 I hate to break it to you but you'll most likely be using PNGs for everything, including borders because CSS borders are very basic unless you nest <div> elements to "stack" different colored borders which is a very very bad idea. A few observations I can make from the websites you posted: >the entire page is designed like an image, with pixel perfect placement and sizing of elements (forget about responsiveness and "mobile" layouts) >images are kept to a minimum so they don't clash with the overall design and side/background graphics >images that do get posted have the same colors as the website theme, this is quite autistic but it works in the favor of the overall aesthetic >layouts are not minimal, but not overly complex either, it's a very delicate balance >who cares about the content? I'm looking at cool graphics! Good luck trying to replicate Metalheart, try to be as authentic as possible.
>>2190 >prefab assets I can live with that. Vector images or large PNGs should be functional for most screen resolutions, and shouldn't be too much data since they'd just be simple gradients. >CSS animations I toyed around with those a bit and they seem promising. I'll probably have to use that for most of the animations themselves, with minor adjustments to get unique movement instead of using the default movement curve. >>2192 >stacking divs Nah. My personal website only uses a bit of that to make layout work: at the deepest, it's page wrapper, section wrapper, content wrapper, content. I'll need to spend time thinking about colour schemes and how to make things look glassy or embossed. This kind of creative stuff doesn't come easily to me.
>>2195 You can achieve gradients with CSS, do not waste PNGs on that. Definitely make use of vectors if you can, but a properly compressed PNG will do most of the time.
>>1984 I ended up buying it too, I like how it explains the process behind making the images, will definitely be helpful for me in the future
>>2199 Yeah, I also found those parts informative and was thinking of trying out the programs it mentioned in a virtual machine at some point. I also found it interesting how even his depictions of virtual reality are reminiscent of the descriptions of higher realities he gave in his two OBE books.
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It could just be me being dumb, but apparently there's an image program called JWildfire which makes metalheart fractal images and has a lot of config options. https://jwildfire.overwhale.com/ I stumbled onto this in the napchan magazine thread and was impressed by pics related. I'm going to try tinkering with this and making something distinct.
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I was doing some portfolio stuff and by accident i did something similar to mid-00's cellshading when i was doing some improvised small apartment interior and had to tweak parameters in this new render program. Simple basic colour palette, "shallow" textures pasted indiscriminately around and the key, thick black outlines around most stuff. The advanced lighting also happens to help a lot although it is not baked as it should be "supposedly". In the second one i tried to "cartoonize" the sky like some games did but i might have to re-check my references to nail it better next time.
>>2207 Looks incredible
>>2206 I remember you. Why don't you post the rest of your pictures? I really liked them. >>2207 I feel like I'm looking at a real photo, except there are outlines... Kinda weird but nice to look at.
>>2207 I find these pictures very pleasing. They remind me of some of the better indie games I've seen in the last decade; neat use of a 3D art style and 3D technology. >>2211 >I remember you. Why don't you post the rest of your pictures? I hate to disappoint after all this time, but I really only have like three or four metalheart pictures. You must have me conflated with someone else.
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>>2259 >I hate to disappoint after all this time, but I really only have like three or four metalheart pictures. No worries, here's the whole set of JWildfire renders. They were initially posted on sleepychan and I saved them.
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I find the metal texture interesting on the one with the orange background.
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Some aesthetics I found with a font on github
hello there, i'm new on the messageboard :) we are currently working on some metalheart visuals with a friend of mine, and i would have been curious to have some feedback on it. please feel free to give any tips or critics.
>>2410 Nice work, I especially like #2 and #4 as they're the most authentic looking. #1 is a little too modern, #3 is nice but I'm not sure if it counts as metalheart. >we Who?
>>2410 I like the second one, and I normally don't like the metalheart look.
>>2411 thank you! i appreciate the feedback a lot. and yeah, we use the "metalheart" term but there's actually a shit-ton of various references we're working with so, yeah, probably goes further the borders of metalheart. as for the >who? , it's Mike Sunday, graphic designer and creative director from Toronto, CA. nice lad!
>>2410 While none of them are bad art, they don't really remind me of the original metalheart. The original metalheart usually has overtones of metalic colors, and undertones of one of the different colors of tempered steel. Blue, cyan, and purple are common. Pic 1 - looks to photogenic, doesn't have the CGI render look of the 00s Pic 2 - color scheme looks too retrowave and the palmtrees give it an organic feel, whereas metalart has a very synthetic, space, futurist look to it. Pic 3 - has a hand sketched look to it, not the high contrast CGI render look Pic 4 - looks the closest but looks washed out All of them seem to lack the grids, text, and every-other-line blinds effects. Hard edges are also lacking
>>2427 Super useful post. I've been looking fore something like this for a while.
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I found this in a bad place so you don't have to: https://www.are.na/evan-collins-1522646491 >Catalogue and attempts at categorizing 80/90/00's visual art styles
>>2493 Pretty cool. Thanks for posting.
>>2493 excellent, thanks anon
/pro/ crossover.
>>2493 Awesome!
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So how did you discover you were fully into the Y2K aesthetic? Does it just remind you of better times? Does something about it just click with something in your head? Do you think it's just cool to look at?
>>2524 All 3 I think. The nostalgia aspect is very powerful, Y2K reminds me of the excitement/optimism I used to have for tech, before absolutely everything became about mining your data and attention.
>>2524 I'm not fully into the Y2K aesthetic. I just like retro and vintage stuff in general, mostly how it looks.
>>2524 I miss the computer and video game culture of the '90s that continued into the early 2000s. I don't find too much to be excited about nowadays in regard to any of the more typical media out there or the direction technology has been going. You could extrapolate that sentiment of mine to society overall. I feel completely out of step with the current year. I guess I even felt that way in the past. I've been into "retro" stuff for as long as I can remember. I also generally don't like CGI, but there's something special to me about the relatively crude look of it that much of it used to have. >>2529 Same. I'm more into the '80s and early '90s, but even then I just like old stuff as a whole. Different eras appeal to me in different ways.
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>>2524 I don't particularly like it more than anything else (I'm more of a general "retro" fan like others here), but it makes for a nice change from all the godawful crap the past decade brought us. It's also a nice change from the faux-80s synthwave/retrowave/asswave "aesthetic" that's taken off in recent years, which seems to look less and less like anything that actually existed in the 80s as time goes on.
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>>2524 I’m old, this was my teenage years.
There's a VN called Aurora Memoria, which is basically a massive love letter to the Y2K aesthetic from it's presentation ,aesthetics, and soundtrack. Highly recommend taking a look at it. https://priztats.itch.io/aurora-memoria-2093
>>2535 I do like some memewave, but I do find the "aesthetic" crap annoying and played out compared to the real McCoy. So much of that stuff relies on cherrypicked and flanderized aspects of '80s culture. There seems to be such a narrow range of artistic influences, and I don't really like the lack of subtlety. Sure, a lot of actual '80s media was brash and in your face, but it wasn't the cartoon caricature of neon lights, sports cars, video game imagery, and explosions either. On top of that, a lot of it feels too digital too. Even back in the '80s when digital technology was a popular selling point in product marketing, things still felt way less artificial due to analog technology remaining in wide use. I'm not necessarily knocking the people who make it and want to take things in their own direction, but it really doesn't do much for me a lot of the time. I also get the impression that a lot of listeners are more into what are ultimately derivative styles while not having much interest in what the music is supposed to be drawing from.
>>2547 >an inspired new take on a medium colloquially referred to as the 'dating-sim'. The blurb's pretty pretentiously written, which turns me off a bit. Is the game as self-impressed as its description?
>>2550 play it for five minutes and find out
>>2551 This isn't that kind of situation. I'll probably give it a miss.
>>2547 >2015 Wrong thread >>768 >VN Hard pass

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