I love that everything about Corbeaus outfit is designed to make him look taller than he is (From a both in-Universe and Character-Design perspective)
1: He wears high waisted pants that shorten his Torso and make his legs look longer -> his pants also end just above the ankle to amplify that effect
2: His suit is the lenght of his knees (including the poison-drop thingies) and he doesn't Button it, making his entire front and back silhouette look elongated
3: His Accessoires also aid to that effect, wearing a long tie (instead of for example bow tie) as well as his droplet Glasses chains
(4. I dont necessarily count it but he does have a good amount of heel and his hair is sticking up just a bit)
Considering that Corbeaus suit is (most likely) custom made by him, everything about the outfit is fully intentional
From a Character design perspective (not a professional, just an educated guess!!): We’re supposed to perceive him the way he wants to be perceived, but still notice that there’s more to him than that. We’re supposed to know that he’s that authoritative, smart, cynical and ruthless figure, just someone who should not be messed with.
However, Given that he is that short, and has kind of a Babyface (imo) and round-ish design features (accessories and hair for example) we just know that’s not everything there is to him. But we only truly find that out after getting to know him in-game
TLDR:
He's fully aware of how short he is and is actively trying to make himself look taller. It serves both in-Universe and Character design purpose, since we get a good impression of what kind of a person he is before we even meet him, and then get to fully appreciate him once we meet him in-game
In my humble opinion: Very adorable- he's trying so hard to look intimidating- i love him-
The Comprehensive Semi-Serious Tartaglia Design Analysis
because im so fucking tired of slander lmao, feel free to only read the image notes, draw ur own conclusions and add on to mine, bc this one is a doozy
Been making small observations for a while, and now that we know what he used to look like it's as good of a time as ever, so here goes nothing.
Newborn narwhal
Ajax's color scheme used to be mostly blue (early indicator of Hydro) with earth-y tones present, it's a very grounded look that ties him to his previous life and lost childhood. His undershirt splits in a lambda shape. He even used to sport a sort of scarf covering his neck in a direction similar to later looks. Can't help but note the two belts near his neck, like his self was restrained in a way. The DNA shape's connection to Sourcewater Droplets and Primordial Sea hint at his future as well as his current state of being: the origin of his problems, the source, if you will.
Wound
Now, the bulk of this analysis is dedicated to Tartaglia's base design, as it is one of the best showcases of a large amount of info hidden in a relatively simple look. Color change is a sign he has strayed away from his old self and his fate. The blue hues are completely gone, aside from his ever dead fish eyes, the last drops of his old values. Instead he got a bunch of reds, even the grays are in the red-ish register. Thus begins the cascade of bodily comparisons.
The scarf kept its basic shape from before, and is now distictly blood-red. It's flowing from a jewelry piece located where the two belts used to be. It's an open wound, that oozes with Hydro energy when he uses his vision. Light blue a symbol of purity, as seen in pure vs tainted waters of Fontaine's Phantasms, and Tartaglia is losing it rapidly.
His jacket has a white "belly" (and back), a common trait for cetaceans. It unravels in the same lambda shape along with the deep red shirt (more blood or muscle tissue), starting at the aforementioned wound. The gray streaks on pants are outlines of leg bones with 4-pointed star motif that shows up all over his (and a few other characters' (like Traveler)) outfit, especially in jewelry, like the two buttons near his collar. (The significance of this symbol has been already mentioned by other analysts, so I'd rather not to get into it, sorry)
I read the position of his mask as a head wound, not just because it's red, but because of the red jewel in his earring, it goes along with blood drop theme seen in the other two similar gems and their respective locations. The armor plates on his hips wrap around, forming a pelvic-like structure that connects with chains to a dark streak on the back of his jacket forming the base of spine and followed upwards by vertebra-like jewelry. A chain connects it to the chest wound in a rib-like direction. The scarf is held in place by a shoulder blade piece (whales have shoulder blades too).
So we got a fatui soldier uniform that manages to also depict a wounded whale-like creature. I say "like" because pelvis and femur are decidedly humanoid.
Decay
It proved to be fatal. The purple of electro delusion also extends to dark grays of the uniform, creating a rotten flesh look, enhanced by the new hue of red in his scarf and a pink-ish streak on it. Incidentally, purple in Genshin Impact is frequently used to signify curse and contamination, specifically god remains, as seen on Yashiori Island and in Sumeru desert near Consecrated beasts. The shirt is showing from under it all like bones.
Childe's left eye is covered with a red patch on the same side as the earring, could be seen as it getting covered in blood or as him losing that eye altogether. The structure of his mask has a basic shape of a fantastical narwhal, it is foreshortened from front view, as if the whale is approaching.
Lastly, I found the delusion symbol on the back of Tartaglia's vision while messing around in photo mode, as seen on the screenshot. I highly doubt it is lore, likely just an asset hidden on the model so it can be flipped while animating the Childe boss. This could be supported by looking at the back of Arlecchino's vision, which I haven't done. Dunno if this was discovered before, just wanted to share this find while I have the chance.
Remains
Foul Legacy, of course, resembles Abyss Heralds in structure, so I'd like to focus on what remains of Childe. Abyssal armor is now even more like human skeleton. The mask kept its basic structure and is also a callback to Teucer's favorite Mister Cyclops. The iconic red collar doesn't even connect to a shirt anymore but instead flows into a white scarf, then into tainted purple and finally to a sea of stars. It's a messy amalgamation of his human form that has ascended to the sky, or into the Abyss, take your pick.
I find it particularly interesting how his vision is now where the lethal wound used to be. Did it stop the bleeding? Or did is cause the wound in the first place?
Foul Legacy's color scheme included the blue hues back, closing the cycle. As for the final color I'd like to point out, its the hair. The ginger that never meshed with any other color, yet was preserved in every evolution stage as a reminder of Childe's identity. As a reminder, that all of these looks and everything he ever did - is still him.
Happy birthday, you little goober. Sorry I showcased your design as process of death on such a day lol. Go achieve the unachievable, chump.
Fashion Breakdown: How the Foundation uniforms achieves the Basic Elements of Design
From checkered patterns to gold emblems, the St. Pavlov Foundation has established itself as a hallmark of the humanitarian efforts to create peace between humans and arcanists in the modern world. From there, they've made the effort to present themselves based on their idea of peace and order—that includes their uniforms.
They are organized, clean, and very recognizable among readers and the characters. What I want to explore here is how Reverse: 1999 achieve this such a remarkable design through identifying how the basic elements of fashion design are applied in their uniforms.
This is a sequel to my analysis from nearly two years ago, where I explored the uniform itself and identified the customs and roles that the Foundation staff serve. This post will serve the purpose of breaking down the uniforms and how the basic elements are identified and applied. Let's get started.
Design Elements, Main Objectives
Design has four basic elements: Colour, Line, Shape, and Texture. In fashion, these elements are considered when creating clothes to communicate a "look" or message that they want to convey to the viewer.
For the Foundation, they have three objectives to represent in their uniform: Order, Balance, and Unity. We'll go through each element and how it achieves these objectives here.
Keep in mind that the Foundation is also heavily chess-themed, which will play a major role in the design choices of the uniforms. (This will be expanded later in regards to shapes)
Colour
The Foundation follows a monochrome palette, using black, white, and gray. Additionally, they use gold as a secondary color—a highlight.
It's a simple approach, the palette easily showcases balance, strength, power, and order. Gold adds a layer of prestige, and amplifies the themes of power.
Some characters that hold more significant roles (whether in story or in the organization), they'll use colors such as red, brown (i.e. the coats), green, and blue; they're often muted but noticeable. They hold some degree of symbolism too, but they're more personal to the characters themselves.
Line
Most if not all of the Foundation staff's uniforms are tailored to be straight. Straight linings, vertical lines, long jackets, etc. Sharp edges are also commonly seen, which make a more rigid but clean look.
All of these combined communicate order, strength, and resolve. The vertical lines also places emphasis on height, making the wearers seem taller and slimmer.
With these lines they also create pleats and crisscrosses. While pleats—found in masks and women's uniforms—are for sophistication, crisscrosses are found in laces. According to Ms. Moissan's description for her shoes, they indicate obedience.
Let's compare this to the SPDM uniforms. They primarily focus on using curved lines to present the students' soft innocence and youth.
Though, the lines are more highlighted in their undershirts as well as sharp cuffs in their sleeves and collars. They look more like angels or fledglings in that sense.
Shape
The uniforms uses geometric elements, primarily using squares, rectangles, and triangles. Squares and rectangles will represent strength and balance, and triangles addresses a hierarchy of power.
All of the characters' silhouettes will look imposing, stable, reliant, and strong. Razor here is a primary example. They can also express symmetry, but mainly with NPCs like Bernard and Pedra.
The brooch of the Foundation additionally possesses these 3 shapes. Despite it being difficult to discern what it exactly is, it's still recognizable.
Furthermore, the Foundation has two distinctive symbols that are integrated into their design, which are the checkered pattern and the stars. You'll see them on every Foundation member.
These two things are the trademark of the Foundation. It highlights themes of duality and guidance, so it can be said that the Foundation wants to serve to the people. It's similar to what I said two years prior, "The Foundation prides itself of being the beacon of balance between humans and arcanists."
This checkered pattern is also commonly associated with chess, and it's not the only feature that indicates it either. The Foundation uniforms tend to apply certain clothing choices that push that theme—from capes, pointed masks and round helmets, bishop sleeves, and even the occasional crown prints on collars. Overall, this chess theme easily captures the overall idea of the Foundation's system, hierarchy, ethics, and practices. That's where the uniform really sells on the objectives of their uniforms.
Texture
There isn't a lot to say about texture since this is still a digitally illustrated game, but it's still very much present! Given the rendering of the uniforms, they appear as very matte. This allows other accessories or materials to really stand out, such as metallic or polished surfaces (e.g. leather/rubber). The textures here mark down on professionalism and practicality while also ensuring the wearer's comfort, which fits all of the characters' line of work.
Reverse: 1999 mixes realistic painting techniques with the shapes and forms of the "anime" style, creating a semi-realistic art style that doesn't sacrifice its animated aspects (In other words, it doesn't take away the fact that it's still a gacha game lol). This element of design heavily benefits from it, with the art rendering allowing players to really see and feel the textures of the uniforms.
Afterthoughts
These uniforms are honestly an amazing refresher on fashion designs that are marketed in the gacha atmosphere, especially with fashion designs for in-game factions. The Foundation easily settles its uniforms as a very recognizable staple, even if our playable characters from that place wear garments that deviate from the standard. It's simple, straightforward, and realistic.
That's makes the characters feel very grounded; the Foundation staff look like people you would see in a corporate office every day, and that's thanks to their uniforms looking and feeling like actual clothes. This alone achieves the objectives mentioned earlier.
While I'm not a fashion student myself, design comes easy to creatives. There's more that can be said about these designs when you look at them in the lens of character design. I'll have some personal gripes, I'll have some personal favorites from these design choices.
But overall, the Foundation's fashion design does a good job at communicating its purpose through their characters. I hope that this and my earlier analysis can help people who want to analyze the Foundation's overall design or create Foundation-associated OCs.
Thanks for reaching the end here, and I hope you had an enjoyable read from my early morning rants. As always, any and all insights are welcome.
Can you believe a doctor tried to tell me I wasn't autistic (I was diagnosed like a decade ago btw) bc I didn't have some specific stomach issues (he practiced some pseudo-science shit, go figure), explain this then atheists /j
Anywayssss more stuff below the cut
Ref I'll store here of his nose sideways
And umm more interesting stuff I found while looking for refs
So, I have this habit of collecting every single panel of my favorite manga characters. Mostly for research purposes, since my favs get the most written about. The most recent subject to this was Donquixote Rosinante, my beloved
And I noticed something very interesting, another piece of proof that Oda (for all his many, many flaws) knows what he's doing.
This panel from chapter 762– isn't all that special on it's own. A small reaction shot just after Law stabs him.
Sure, the expression work here is perfect, that mix of anger and panic, it's beautifully done. Yet that's not what's important about this. What's important is actually every panel before this one.
Twelve panels. Twelve panels, and not once before this moment, do we ever see Corazón's fully unobscured face. Not once does his mask drop, until Law does something unexpected that could get him killed. Then– just for a moment, the facade shatters and we see Rosinante.
Afterwards, his face goes back to fully shadowed and hidden all the way up until he is forced to break his cover, once again because of Law. 13 panels of flashback (where his face is hidden by his bangs) inbetween.
Then, his face remains unobscured throughout the whole 6 month road trip– apart from a few crucial moments
The initial kidnapping, the first lie about not being a marine + hospital visit (only the first curiously), when he's planning the Minion island raid, when he can't keep hiding his injuries from Law, and when Doflamingo catches him.
Rosinante and Corazón are visually seperated by the creators playing with his character design, the intentional decision to give him a way to completely hide his expressions when needed while still keeping him open enough to be expressive when necessary
Oh Donquixote "Corazón" Rosinante, you neurodivergent disaster and absolute perfect character design you <3
Anyone else kind of disappointed by the awakened Hollyberry design? And I’m not talking about the whole “they made her skinnier” thing (I do think they did that, but that’s a conversation for another day), I’m talking about the design itself. It looks nice and it’s really pretty, but it just… doesn’t look like Hollyberry? If you told me that these were two different characters, I would believe you. Their silhouettes also look pretty different (for the silhouette I had to get rid of awakened Hollyberry’s back hair because it muddied it up too much)
My main point of critique however is the shape language. Hollyberry’s original design has super strong circular/round shape language, which I’ve always been a huge fan of. However, her awakened design has very very little of that and is very angular (I also feel like her facial proportions are different? But I’ll let that slide cuz it’s just a trailer). The heart shapes that were on her original design are still there, yes, but a lot smaller, less prominent (the shield for example) and again more angular.
Another thing that’s bugging me is that her Souljam changed shape to be more angular? I don’t think that Souljam’s shape’s are supposed to change like that, and it makes it look a lot more like Eternal Sugar’s Souljam. (Yes there’s probably gonna be a lore reason why, but why is she the only ancient to get her Souljam changed?)