Universe Stew


 

| The Original Recipe

Before I get into this next post, I want to touch on some of the original media that influenced the games (at least as far as I understand it - I haven't had in-depth conversations with the original creators/artists about this, so keep that in mind).

These films, books, and artists are carrying over as sources of inspiration for this new take.

 
 

I'm not getting too much into the source materials (at least for now), but if you’re not familiar with these, checking them out may interest you depending on how much time you plan on investing in my content (I still feel weird about that word).

  1. Krull

  2. Conan the Barbarian

  3. D&D

  4. Dragonslayer Series

  5. H.R. Giger

  6. Ron Cobb

  7. Brom

  8. Keith Parkinson

  9. Frank Frazetta

Y’all, these posts are going to be a bit like jazz. And the thing about jazz is that I have no rhythm and terrible taste. I mean, is Chet Baker even really a jazz musician?


| The Stew 1.0

I will talk about a few of my primary sources of inspiration when I started this in 2016. You know, shows and films like Dragon Ball Z, Thor: Ragnarok, and Hellraiser. I'm starting with these sources, and in the next post, I'll discuss some games that also fueled the initial idea.

 

Dragon Ball Z


If you’re familiar with it, you have an opinion, I’m sure. But, I’m not here to discuss the merits of it and how it holds up to every anime ever created, or how weird it may sound to imagine this universe when thinking about the Heretic and Hexen games, BUT…

To a kid in the 90’s, it was the best media experience I had ever had. I had never seen such epic fight scenes, battles, and sheer power executed in the way that Akira Toriyama and the other artists did.

The show had its hooks in me! 

Me and my friends would actually try and power up in the backyard 🤣 - Generated with Midjourney

 

A handful of drawings from middle and high school 😅

 

So, what exactly is it about DBZ and what ingredients am I noting?

I could dedicate a whole post to this alone, so I'll boil it down to some key points.

 

Character Design

Iconic and Simple:

  • Characters are designed with distinctive costumes and silhouettes, making them instantly recognizable.

  • These rarely change, making them easily identifiable to the audience.

  • Unique hairstyles, physiques, and clothing contribute to each character's visual identity.

Costume Design & Personality:

  • The outfits appear crafted to encapsulate the character's personalities, backgrounds, and powers.

  • Design elements like wide pauldrons and capes enhance characters' visual impact and presence.

Functionality for Combat:

  • Outfits are designed with combat in mind, prioritizing functionality and freedom of movement.

  • Characters wear loose, comfortable fighting gear, such as the iconic orange gi worn by Goku or Piccolo's wide pauldrons and cape.

  • This approach ensures that characters remain agile and their outfits practical for the dynamic battles.

Minimalist Accessories:

  • Accessories are minimal but meaningful, often tied to character history or abilities.

  • Elements like Potara earrings or scouters are not just decorative but have significant narrative importance.

 

The wide pauldrons and capes of various characters, especially the Saiyans and Namekians, caught my attention. They reminded me of D'Sparil's silhouette.

I began imagining what it would be like if the Serpent Riders were presented to players similarly to the villains and characters from the Dragon Ball universe. I don't mean in the over-the-top sense, but utilizing elements from these characters strategically to create something unique.

As strange as that may seem, I will weave elements from these designs into several characters I'm reimagining and creating for this project.

 

Super quick and dirty of a potential direction to take D'Sparil (sans hood) - 2017.

 

Narrative & World Building

  • DBZ spans planets, species, and universes, introducing a rich lore that mixes science fiction with fantasy. It revolves around the quest for the Dragon Balls, which grant wishes, driving much of the plot and character motivations.

  • Much like the original Heretic/Hexen games, DBZ includes saga-based storytelling.

  • It delves into character-driven narratives that highlight the crucial role of teamwork and alliances—I intended this to be the driving force in shaping the story and player quests—that and planet-hopping, but more on that later.

  • The world-building is extensive, featuring diverse settings from the futuristic to the mythical and incorporating various characters from different backgrounds and species, each with histories and cultures.

 
 

Combat, Destruction & Displays of Power

Combat in Dragon Ball Z is a martial arts spectacle mixed with superhuman abilities, where characters engage in high-speed duels, energy blasts, and earth-shattering confrontations.

The series is famous for its intense battles that often have catastrophic effects on the surrounding environment, ranging from destroyed landscapes to annihilated planets.

These fights are not just displays of power but also pivotal moments for character development and plot advancement. The destruction is a tangible measure of the stakes and the power levels involved, making the combat sequences visually stunning and narratively significant.

Dynamic Combat and Fluidity:

  • Much like the fight scenes in DBZ, I imagined the combat to be fluid, kinetic, and exhilarating. I want players to unleash devastating magical abilities with the fluidity of Goku's Kamehameha or Vegeta's Final Flash.

Destruction as a Force:

  • The cataclysmic battles between the Saiyans and various villains are significant inspirations for different game elements. The reshaping of landscapes and tearing the fabric of reality due to the sheer weight of the unfathomable forces at work is what I'm talking about 😎 I can't wait to get into this more!

Displays of Power:

  • A common theme in DBZ is the pursuit of greater strength and the relentless push to achieve new levels. I want players to experience that accession to godlike powers but in a meticulously crafted way to feel like a super-natural and speedy accession and not one that takes multiple seasons like in DBZ 😁.

 

Thor: Ragnarok - MCU


Ragnarok came out around the same time I started putting everything together in my head. So naturally, seeing it inspired some of my vision for the project.

A lot of the MCU influenced my initial direction, but definitely more visually than anything else. The execution and reimagined elements of the source material(s) were just another reminder that something similar could happen to this IP.

The MCU (Marvel Cinematic Universe) and Hellraiser don't hold as much weight as far as influence goes for me, but there were a few elements that stuck out that are repeating from above.

Aesthetic Fusion:

  • The film('s) retro-futuristic vibes and blend of medieval and sci-fi aesthetics nudged me in a different direction when considering the Serpent Riders and how to portray them.

    • The mystical, ancient feel of medieval times, next to the advanced, boundary-pushing magic (or technology) they might have used to travel such great distances, began holding more sci-fi influence than dark medieval fantasy. 

  • I want to craft a game world where a medieval-inspired setting and architecture intermingle seamlessly with dark sci-fi technology, offering a visually stunning and narratively rich setting.

Character Design:

  • Hela's and Loki's exaggerated silhouettes - Hela has an elegant and menacing costume, with sweeping lines and dark colors that reflect her role as the Goddess of Death.

  • Her headdress particularly stood out to me, resembling antlers and enhancing her intimidating presence. I love how menacing the shape can feel, and this blends well with some of the visual language established in the DBZ universe.

 

Hellraiser


 

I first saw Hellraiser around the same time as Hexen and DBZ. I remember being confused because I thought of Pinhead and the Cenobites as aliens and not demons from Hell (which is what I thought they were supposed to be at the time). It wasn't until I watched it again as an adult that I realized I was not far off.

Pinhead and the Cenobites are often associated with Hell due to their demonic appearance and the themes of torment and suffering that surround them.

However, according to the lore established in the Hellraiser series, they originate from another dimension. Their dimension is not "Hell" in the traditional religious sense but is often perceived as such by humans due to the Cenobites' horrifying appearances and their practices.

 

Character Design

Dark and Twisted Costumes:

  • The costumes in Hellraiser evoke discomfort and horror. Using black leather, dark fabrics, and metal creates a sinister and sadomasochistic appearance. 

  • The primary color palette is monochromatic, focusing on black and the color of flesh, sometimes accented with touches of red or other colors that suggest blood or other bodily fluids.

Bondage and S&M Influences:

  • The Cenobites' design is heavily influenced by S&M gear, including tight leather, harnesses, and corsetry. This aesthetic sits naturally next to Brom and will be an excellent additional ingredient to the game, specifically for the Serpent Riders and their disciples. 

Religious and Ritualistic Overtones:

  • The Cenobites' appearance has a pseudo-religious aspect, with their attire resembling a perverted form of clerical vestments. These elements lend a sacrilegious and ceremonial quality to their presence. I plan to achieve some of this with the design of the Serpent Riders' and their disciples (more on that later). 

 
 

| Taste Testing

I only did a little visual exploration when I kicked this off. I spent more time planning and mapping the game as I envisioned it.

For characters, I didn't do much beyond a handful of bashes/paintovers on a flight from Wisconsin to Florida—just some quick and dirty doodles of D'Sparil and a new character, The Bone Witch.

Hopefully, these concepts give you insight into how I plan to incorporate some of the abovementioned points.

Some of the early character designs I've been exploring this past month are really promising, and I can't wait to share some!

 

Early bashes and paintovers. The direction moving forward shifted (a bit), but these represent potential directions with the above sources in mind.

 

These three universes fueled my initial inspiration when I started this project.

I've added several more influences to the mix for 2.0, and I'll share that in a later post when I get into the character design for D'Sparil, Korax, and Eidolon.

 

| Up Next

In the next post, I plan to cover some of the ingredients from other games I was throwing into this first batch of stew.

I'll also cover some of the ideating I did in 2017, and then I'll be in a good spot to start showcasing the work I've been doing over the last month.


 
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Project TSRA - Intro