Sykosan

speaker
127 appearances 1 recordings 1 series first heard Mar 2025 last heard Mar 2025

Sykosan’s voice in public audio — every appearance, attributed to the second.

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Appearances

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Hi, it's always a pleasure. I always love talking about animation and video games as well. So yeah, looking forward to it.
Yeah, I hope I can inspire some people in the way. That'd be cool. Yeah, animation is a great world, and it's just like video games. It's full of similar things, you know? It's very close, so yeah.
Yeah, of course. I mean, if you know my work, you'll know, I'll just keep drawing these characters even, even today. And I'm still definitely more influenced by the original Street Fighters than the, than the latest ones. Yeah.
Yeah, yeah. Gosh, it's a long time ago. I forget even what the story was in some of these games. But yeah, they just stayed with me, the designs, the style. I think I was very much influenced by the looks. That's the first thing that would attract me to a game. It was the looks. And these games looked really good. They looked amazing at the time. And still today, they do.
I hope we'll talk about that too. Some of them still stand on their own two feet, despite the new technologies and everything.
I've got memories when I was a child and going to the arcades, right? That's what we used to do to get the best games, I suppose.
And I would just... I didn't have enough money to play for hours. I just had a little bit of money and I would play a couple of games and whatnot and then just stand around for hours or as long as I could just looking at other players or just looking at the... the opening sequences that I've got on the arcades.
And yeah, I would look at the, just observe the characters and how they move and their attacks or whatever, because usually it's fighting games most of the time. But we talked about Bubble Ball, for example. It had a really cute style. And the design of the monsters, just a few pixels wide, they were still very clever and very expressive. So yeah, it was fascinating for my childhood eyes.
I was absolutely mesmerized by those. So, yeah, I, um, I remember just, just now about these Irem, Irem games. Um, I think, uh, I don't know if I say that right. It's IRM. Um, they, they made, um, these, these ninja games and I think Irem Corp was the one that did, uh, um, our type, I think. Um, I forget that too, but our type was, uh, our types of throwback, man. Yeah. Gosh, he was so good.
So good. Yeah. I was a massive fan of that. I don't know about you guys, but I have these songs in my head sometimes from video game times that just keep coming back. And on my playlist, I've got some games, tunes, just because I enjoy listening to them again. Yeah, it just marks you for life, I suppose. That's what it is.
We're lucky. We're lucky we've seen it all coming to life. We've seen it. We've lived it through it. There's only one time in history when video games...
Absolutely. I think the technique they used was a technique called rotoscoping, which is, you could say, a little bit cheating. But honestly, even Disney used these techniques, and they're perfectly fine. The idea is that you use an actual footage of a real person as a base for your animation. Doesn't mean that you copy everything, because you have to reinvent the design. You have to simplify it.
You have to add the style to things. And all the effects. There's plenty of work to be done, but it gives you a solid base. And I think they had two things. They had these good modeled footage, and they had more frames. You needed to have the technology to have more frames for your little pixel art, you know, and your little, how do you call them?
Um, uh, sprites. That's it. I was going to offer that.
Yeah. Um, so, uh, you can only still use so many drawings, I suppose, and back in the days, but it was good to see that fluidity, that, that motion is beautiful. Um,
The thing is that 3D had been around for a little while, right? It was coming, right? We were expecting great things from 3D, but I think this one was the first one to really give a glimpse of what we could expect. There's just the fluidity, the nice designs, the clever controls and whatnot. So, yes, I think there was a big leap forward with that game that really kind of
said to everybody, this is the future, right? At that point, he knew. Because before that, the 3D was so clumsy and clunky in so many ways. But after that, he was like, no, no coming back now. This is 3D. Yeah.
This is a great question because you wonder, right? We tend to think, I think it's probably a default position. Most people think, Better graphics is just going to be better. Why would you look back and go back to something that's less detailed or less smooth? But the thing with art in general is that it's never been about being realistic.
If you look at any, like the history of painting, there was a time first when you start with simple drawings there's a lack of experience or lack of tools and then painters develop these new art style that become more and more realistic and then eventually when you get to a certain realism you go back to stylized style you know and and
Picasso came along when he knew how to paint realistic things, but suddenly decides to do cubism and people were like, oh, this is great. It comes down to the fact that there are different styles and I think we appreciate different styles and that's what it is. And when 3D comes along and it's a new thing, everybody's interested because we're exploring a new avenue. That's what it is.
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