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kiwifarms.net
- Joined
- Jun 3, 2024
Designs like his and Ena’s have really good shape design.Alex has best design out of new characters for me
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Designs like his and Ena’s have really good shape design.Alex has best design out of new characters for me
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Honestly that's why I like it. So many "weird", "quirky", "surreal", games or series will get lost in their own sauce, either becoming overly serious for no reason, trying too hard to be funny, pandering to coomers, or, worst of all, explaining absolutely everything about the story, setting, and characters.honestly there inst much to say about this, if you liked the ena character and videos youll probably like this game, which is to say its totally nonsensical has no story, no message or deeper questions about being, its not funny or challenging, the world and dialog is just as coherent as to facilitate gameplay which is to say very little,
Unironically Picasso is trash."Omg its so unique and abababbababa"
Wait until these niggas hear about picasso.
On that note, reading some of the comments on ENA episodes of people trying to cobble together deep meaning in ENA's surrealism just grinds my fucking gears. Why can't surrealist media just be interpreted as is anymore? Why can't ENA just be ENA?when the audience is trying too hard to find a deep meaning in a fictional work.
People are starved of meaning and religion is uncool. What could’ve been priests are analyzing fiction instead. *moves the Bible to the fiction section*On that note, reading some of the comments on ENA episodes of people trying to cobble together deep meaning in ENA's surrealism just grinds my fucking gears. Why can't surrealist media just be interpreted as is anymore? Why can't ENA just be ENA?
Because thinking about things abstractly is fun. You can put literally any art in front of me and I will interpret it in multiple different ways. If that grinds your gears so much you can mind your own business I don't know what to tell ya.On that note, reading some of the comments on ENA episodes of people trying to cobble together deep meaning in ENA's surrealism just grinds my fucking gears. Why can't surrealist media just be interpreted as is anymore? Why can't ENA just be ENA?
There's also the fact that there have always been some consistent elements/details in ENA, and a developer commentary bit in the supporter edition even off-handedly mentions the series has "lore" the game designers needed to adhere to.Because thinking about things abstractly is fun. You can put literally any art in front of me and I will interpret it in multiple different ways. If that grinds your gears so much you can mind your own business I don't know what to tell ya.
What even is "interpreting surrealist media as is"? That just means you like neat visuals and colors and sounds, like jingling keys in front of a challenged kid.
Fun fact about him, his model does actually have eyes underneath. You can see them hereAlex has best design out of new characters for me. Censor bar over his eyes is a genius touch
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Because thinking about things abstractly is fun. You can put literally any art in front of me and I will interpret it in multiple different ways. If that grinds your gears so much you can mind your own business I don't know what to tell ya.
What even is "interpreting surrealist media as is"? That just means you like neat visuals and colors and sounds, like jingling keys in front of a challenged kid.
I'll reword it: I'm tired of seeing some retards try to interpret ENA as anything other than intriguing surrealism, attempting to apply the "everything is not as it seems!!!" trope or attributing muh mental / trauma allegory to the series. People today are obsessed with attaching deep lore / meaning to every piece of media and I'm beyond sick of it, not everything has to be taken beyond the surface level.There's also the fact that there have always been some consistent elements/details in ENA, and a developer commentary bit in the supporter edition even off-handedly mentions the series has "lore" the game designers needed to adhere to.
I think its an acceptable middle ground that there's fast and loose rules for how the world operates on a basic level not just for story, but for game-play reasons which are just as important if not moreso. Doors are always blueish structures that stand out color-wise from the background; "chocolates" wasn't just LOLRANDOM but gets confirmed as legitimate currency that they use alongside the value of hourglass dogs. Since it re-contextualizes certain scenes and dialog in the web animations ("oh, those blue things are doors, that's how they get around"), it makes re-watching the web animations fun with more context to go off of. It's not meant to explain everything, but just enough that you can get a basic grasp on the situation and have fun watching the rest of it. In the game, I'd think it was a good way to teach the player what to pay attention to in their environment since you're going through new areas 24/7 ala walking simulator and don't do much aside from using tools to navigate over/through obstacles and pressing E to see a short clip.I think there's a big difference between the souls-effect on indies where everything is "schlorpo's scabbard" with two paragraphs of flavor bullshit and creating a world for all these new characters you've made to live in. Someone compared this game to lynch and while I think that's incredibly off the mark, people still love picking apart his work even if some of it isn't conducive to cohesive analysis.