These are the vhs tapes I used to have in middle school... in damn middle school! I was on some other sh*t lookin back on it LOL!
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These are the vhs tapes I used to have in middle school... in damn middle school! I was on some other sh*t lookin back on it LOL!
If you haven’t watched this classic piece of cinema what are you doing with your life!
The 2003 MTV version of a 2001 South Korean martial arts flick, dubbed in English by an ensemble cast of rappers and hip-hop artists, includ
Once upon a moon, MTV aired a Korean martial arts movie called Volcano High in America, with dub-overs by Method Man, Outkast, Mya, Kelis, Lil Jon, and Snoop Dogg. The voice work was actually pretty well done! You can watch it here
I'm always curious about this kind of thing when it comes to games that have a long development period between when they're announced and when they come out: is there anything from the response to Goodbye Volcano High that affected development of it?
The responses to our game were particularly vitriolic and no matter what you do -- unless the team takes specific measures to ignore it -- people working on the game will see that stuff (especially those who are more community-facing). So I would say that morale is a difficult thing to manage when you're facing a lot of harassment and attacks. Going through that really altered the way I look at gaming communities (though my expectations were... low) and what I'm willing to engage with. It's unsurprising to me that larger studios like Bungie have taken action to protect their devs and have pulled back on their engagement with players.
Unfortunately for us, we are a very small team in the grand scheme of things so it's difficult to avoid - not to mention the conventional advice of "don't feed the trolls" means a long time of silently enduring. On top of that, practical issues it presents take time and space away from us engaging and, y'know, making the game. This is really the main way that I saw external 'responses' to our game affect us, but we found ways to ignore it in the day-to-day and push through. From then on it really only prompted an "lol, these guys again." Other than that, very little from outside our own studio really changed what we set out to do or how we told our story. Of course we took accessibility advice and comments on inclusivity, handling of queer issues, etc. into account where we thought the critique was valid and we sought out a lot of extra eyes to give us perspective. But nothing we saw online altered the beats of our story whatsoever.
Working on a long term project, you kind of gather inspiration moss in your brain that you can’t really make a big use of until the current work is done.
Now that I’m done (?) with Goodbye Volcano High, I feel surprisingly overwhelmed. Relieved but a bit nervous - what will I do on the next game, how will I build on what I’ve done on GVH? Will we be targeted again just because now we are in *that* space?
I really hope we can do right by the people who support us. All things considered, I trust our team.
A round up of some of my favorite reviews I’ve seen for Goodbye Volcano High. Still reeling and forever will be reeling from the reception to the game we put ourselves into 😵💫😵💫😵💫😵💫😵💫
I don’t really use tumblr a lot but it’s nice to check in and see people talking about GVH here. I hope you all enjoyed our world and game!! 🥰
PAX East 2023: Goodbye Volcano High, Hello Narrative Gem
According to the developers, while the game was already in the works before the pandemic, the resulting chaos got the team thinking about their high school coming-of-age tale, and how several actual seniors had to experience one of the most significant turning points of their lives during such a destructive event. And from that, we have what could stand a chance at being of of this year’s best tales.
Read more!
The COVID-19 pandemic impacted the gaming world in numerous ways, from having to find different ways to showcase games to the delays of seve