Arcen Games

Games => The Last Federation => Topic started by: x4000 on December 19, 2013, 09:45:26 AM

Title: Sharing More Art From The Last Federation
Post by: x4000 on December 19, 2013, 09:45:26 AM
Original: http://christophermpark.blogspot.com/2013/12/sharing-more-art-from-last-federation.html

The Last Federation is a really unique game in that it is a strategy/tactics game set inside a simulation game.  Check out our first sneak preview about it, or our preview discussing simulations in the game.  Also our recent podcast with Space Game Junkie with lots of other details, the description of your role as an independent agent in the solar system,  details on the alien races, and information about the "butterfly effect" in the game.  Oh, and the forums for the game are filled with lots of other detailed tidbits, too.

Hey folks!  I figured I would share some art with you today, although first I'll share some various news updates about the game:
Okay, so here's some art!

First off, all of the alien political screen backgrounds are now fully complete -- colored and everything.  Way to go Cath!

Acutians:

Andors:

Boarines:

Burlusts:

Evucks:

Peltians:

Skylaxians:

Thoraxians:


Next up are some random GUI elements in a working document.  This isn't complete, but it does give you an example of the overall style that a lot of the game's GUI will be, and how much more detailed is is compared to our other games.  Also it shows the awesome alien icons in their completed format in the upper left.  Blue did a really tremendous job with this!


I wish I could show you some screenshots of combat, but that will need to wait until early January.  The actual artwork and design work on that is all complete, but we haven't had time to code it in yet, and the design palette windows don't have all the elements quite arranged as well as they will be in the actual game.  But suffice it to say, I really love how it looks.

All of the in-game ship hulls are now done as well.  There are 30 overall ship hulls, although each one of them gets used for a variety of procedurally-generated ship types that are unique to each particular playthrough.  Blue and Cath did all of these together.  Here are a few examples:

Your flagship:

A frigate (shown actual-size, while the flagship above is actually scaled down some):
A "normal size" pirate vessel (again shown actual size):
Bear in mind that all of these ships are shown with red running lights, whereas in the game itself that is not the case.  Normally the running lights have their color shifted based on what their race is, or if they belong to your mercenary fleet.  We're doing this with true hue shifting in this game, versus the diffuse coloring that we used in AI War.  It makes it so that we can do some really fancier effects, as you see above.  Basically the quality doesn't drop or get darker, the color just shifts on the spectrum.

For example, this is the actual color that your flagship (and your ships in general) use:


It's the same graphic that I posted above, just using the in-game HSV shift.  Note the lack of quality loss.


Anyhow, that's it for today.  Enjoy!
Title: Re: Sharing More Art From The Last Federation
Post by: Mick on December 19, 2013, 10:50:09 AM
Really looking forward to this. I hope the press pays attention to this one.
Title: Re: Sharing More Art From The Last Federation
Post by: chemical_art on December 19, 2013, 12:07:19 PM
This sounds really exciting.


This is the first post to cause minor alarm bells to go off, but it could be due to me misunderstading. What I read is that if you don't dive deeply into both current and over time specific graphs, you can't play very well.

I hope for "normal" difficulty the information provided by the summaries is enough. I expect reading the detailed info is needed only for advanced play.

Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on December 19, 2013, 12:14:56 PM
For normal play, I would say there are very few specific screens that you need to use.  Probably:

1. The main view, showing where the planets are, since that's where you move around.
2. The racial actions screen, so you can see what they are all generally up to at the moment.
3. The race attitudes view, to a lesser extent, so you can see at a glance how everyone feels about everyone else.
4. The combat view when you are in combat.
5. The market, black market, contracts, and political deals screens.  Really these are all more "places you go" than something like an interface screen.  Honestly that's true f #1 and #4 on this list, too.

And there are other things that you may want to look at, like the chatter screen or whatever, but it's by no means required.  At the simplest level of play, the game state is X, and you go to location Y and take action Z, which changes the game state.  Repeat until you win or lose.  Which of course is a horribly simplistic explanation, but that's more or less how to look at the flow from as far zoomed out as possible.

At a very advanced level of play, you're looking at more detailed data and anticipating what is likely to happen in the future, and then exploiting that to get the result you want.  Given that most of our hardcore fans are going to be looking for an advanced level of play rather than a casual experience, I feel like all those screens are needed for alpha.  But that's not the same as saying that someone who wants to get into it just to basically play some combat and see what sort of story develops can't ignore most of those things.

Actually, that's an entirely different way to play -- treating it more like an adventure game, where you just hop in and enjoy the combat as your main thing, and the solar system shifts around you and you see how long you can hold out or accomplish X Y Z goals that are not really the overall goals of the federation.  For some people that will likely be the most fun thing -- for instance, when I play Grand Theft Auto I don't care about the story, I just want to explore the city and run from the cops and so on.  This would be like a more complex version of that, and it's entirely valid to do that.  In that sort of scenario, you don't really care much how the races feel about one another, and you may not even do much in politics.  You might just take a bunch of contracts, and try to build up a big and suppressive fleet, then deal with the assassins of the races you anger the most, etc.

There's a lot of ways you can play this, honestly.
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on December 19, 2013, 12:28:37 PM
Incidentally, you did get me thinking, though, that probably what needs to be done is a split between game modes in a more official sense.  Basically, having an "adventure mode" and a "grand strategy mode" and an "observer mode" (which someone else asked for, which basically just lets you watch the simulation but not participate).

In adventure mode, part of the nature of that could be explicitly disabling a lot of the info screens so that you don't have that information.  Probably disabling all the politics as well, I'm not sure.  Hard to say for sure.  But basically making it something that you win purely by flying around, doing contracts, and fighting.  We wouldn't have to change much except for the way that races enter the federation, and we'd basically make a lot of aspects of the game more black-box.  But it would otherwise be a perfect subset of the game.

Observer mode would enable all the GUIs, but disallow contracts and politics and fleet building or really you taking any direct actions.  That sort of game can't be "won" as the federation will never form, but you get to watch and see how the simulation evolves and changes.

Possibly a "political" mode actually would also be interesting.  Where basically contracts and combat are taken out, and it's like observer mode except that you get a certain amount of bargaining power each month, and you have to pick and choose where you spend it.  Though honestly this mode is almost pointless, because you can play this way if you're auto-resolving contracts in the normal full game.  So probably scratch this one.

Grand strategy mode would be the full deal.
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on December 19, 2013, 01:36:36 PM
The art is really, really looking good!  :)  And i like the idea of the 'modes' that you mentioned. Even the political one you felt sort of was already available in game. The idea of playing just a political game seems interesting to me. Not that all the other ways and combat isn't interesting too, it is just nice to have the different ways to play or even win the game. You mention the 'observer' mode not being winnable, but i am guessing that some low level auto action or auto resolve as you mentioned, could mean that the mercenary fleet does take actions and could over time account for some races coming into the Federation, which could mean a round about way for the 'observer' game to actually win. In those instances, it isn't 'us' that is winning, but rather the simulation 'winning'. :)  Anyway, it all looks beautiful and really, really nice!  Say congrats to everyone, they're doing a great job!  :) I'm getting itchy to try this, and can't wait, but i'm glad it is coming together so well.  :)

-Teal

Title: Re: Sharing More Art From The Last Federation
Post by: chemical_art on December 19, 2013, 02:09:02 PM
Splitting the modes is exactly what I was thinking, Chris. That way you can tailor the modes and balance them accordingly. Or in the case of observation mode, maybe make it have more flare or more efficiently speed up time.
Title: Re: Sharing More Art From The Last Federation
Post by: windgen on December 19, 2013, 06:31:00 PM

It seems this thread has a similar theme to the thread brainstorming possible directions for a Valley 2 sequel [1]:  A strategy / some-other-genre game with an alternate game mode that tries to get rid of one of the genres as much as possible.

[1] http://www.arcengames.com/forums/index.php/topic,13414.0.html (http://www.arcengames.com/forums/index.php/topic,13414.0.html)
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on December 19, 2013, 07:13:14 PM
Perhaps i am misunderstanding 'modes', maybe it is differences in play style to accommodate different kinds of players? Maybe then the different winning conditions changes up too much in the game, after all, I have been very excited to see how it plays, but i'm not too keen on changing it to the point of making it a different kind of game.

Maybe things like 'modes' could be added in a expansion? Where different kinds of play styles and winning conditions (if it all looks like it fits the game and doesn't mess it up) could be added (maybe).

Anyway, I wouldn't want TLF to suffer problems because i wanted something that isn't really a good thing for the game.

-Teal

 
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on December 19, 2013, 07:57:04 PM
Bear in mind that this is just a strategy/tactics game, which isn't really an unusual combination.  The question is more about complexity, and how to ease people in.  Do you want full complexity, or only partial?  Etc.

It may be that with the quick start, I can simply gate functionality enough so that there is a natural progression of complexity and the extra modes are not needed.  And in fact, that might be entirely logical -- you can't see various sum-up GUIs because you don't yet have a spy network in place, yadda yadda.  So you can either focus on forging ahead blindly, or try to get your spy network up, etc.  That way things open up gradually.

Kind of like just focusing on the first few planets with AI War at the start, or sending out tons of scouts immediately.  Although AI War is not a game I would generally favorably compare to when it comes to accessibility. ;)

Obviously, in the advanced start, some of those options would boil down to "turn everything on right now" or "delay certain things even longer" or whatnot.  So this isn't the sort of thing that would affect serious long-term players at all, beyond their first game or two (assuming they play quick starts a few times).

The real question comes down to whether or not players are going to be okay just experimenting their first couple of games, or if they expect to win their first time.  It's kind of like SimCity -- if you expect to make a mega-city your first time, that is unlikely.  But boy you can have a ton of fun with all the various cities you make before you reach that point.

The problem here being that there is a definite lose condition.  So when the players are just having fun in a solar system, that's all well and good and can be a fun narrative.  But they have to be okay with a Dwarf-Fortress-style tantrum spiral that ends in their demise at the end of it.  That usually doesn't happen in SimCity, although it's certainly possible.

This game, really, is just as cohesive as AI War is.  Despite the fact that AI War has aspects of 4x, grand strategy, tactics (to a degree), and tower defense, all of that is joined together into one big system.  There aren't any big system shocks where suddenly you need to play a platformer.  Same thing here: you're in the same form of decision-making mode throughout the entire grand strategy portion of this game.  But it's about how much complexity is exposed to you at once, and how soon.  And with the combat, that's pretty easy to pick up at a basic level; it can be a little twitch-based in the same sense that any RTS is, but it's not immensely so and we're going to add an auto-pause option that immediately pauses the game whenever your energy tanks fill up, so that you never have to worry about the twitch aspects if you're the sort that prefers not to.  So there's really no huge leap there.

Anyway, I'm rambling a bit, but this is one of the things that I've both been thinking about for a long while (all along with the simulation design), as well as am thinking about more heavily now that the simulation is complete.  I suspect that a great deal of what will be changing during alpha will be in this department: making the quick-start new player experience more streamlined and easier to get into, and adding increasing advanced start options so that expert players aren't hampered by any changes we make to the quick-start mode.

Right now I'm kind of angling for my best first guess, while also making sure that all the tools for advanced players are in place right from the get-go, and then during the alpha that sort of feedback is going to be some of the most crucial.
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on December 19, 2013, 10:39:34 PM
sounds good! 
Title: Re: Sharing More Art From The Last Federation
Post by: mrhanman on December 21, 2013, 04:10:03 PM
Wow, the art is really looking nice!  Kind of reminds me of MoO and other early 4x's.
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on December 23, 2013, 04:34:59 PM
Just some thoughts about modes -




This of course may be way too early, especially since we have no idea of exactly how the game play works. But these are some thoughts i had and are really just points of interest regarding the game, rather than any criticism.

Anyway, i was thinking of traditional 4x's and i thought well, those give us different criteria for winning depending on the preferences or the strengths of the particular player. But then i also thought, well, we've been there and done that, why recreate a game play form that is as established as that? It may be familiar to players, but perhaps a bit too blase and brings nothing new to the approach of the game.

So, then i thought, well, what if you had a simplistic game win condition (did i say simplistic? Well, haha, not quite... conceptually simple perhaps, or even simplistically straight forward, not necessarily simple to achieve.) That concept is 'form the federation and overcome all other planets'. (Which i believe is what Chris said, although there may be more or less to that than i know right now)  :)

If we sprinkle about a hundred or so, or perhaps several hundred different 'quests, missions, diplomatic assignments, military missions, trade exchanges, technology exchanges, battlefield bluffs, or sneaky passenger escorts and asteroid mining camp setups... and battles, or political backstabbing, insincere smiling lies of loyalty and thieving runs, or peacekeeper patrolling ... then we have a condition that can be met, in any of all the ways it takes to win along the way and are not locked into using only one type, or one tactic, or one approach.

What if the Burlusts we are able to convince with very accommodating diplomacy, the Acutions we have to threaten, and the Skylaxians we trade with in order to get each + the Borines (which the Skylaxians are friends with) into the Federation?

If we do this approach, then perhaps the game is as complex as a 4x, but not tied to its limits or only one single approach at a time. (Isn't this how Chris said it works?)

If there were a 'casual-easy-normal-difficult-hard-veryhard-cruel-vengful' difficulty to the game, then perhaps it is 'not' based on difficulty as much as it is time. Meaning the game actually imposes a time limit on the game, meaning perhaps the sun goes nova at the end of the time limit? So either i make it in time or i don't? Meaning, if i choose the casual level of play, then i don't give the races a lot of time (say only an hour or less) for a game, it is easier for me to meet the conditions of getting them into the Federation, because i am dealing with a simpler, less established solar system and also less powerful set of races.  And conversely,  if i choose the normal difficulty level, then i give them too much time, like say (two to six hours of play) then I'm going to have my hands full with a much more mature solar system, much more entrenched and established races and more planets (the races colonies) to deal with. And lastly, if i give the game say (eight plus hours, on the vengeful difficulty level, Then the game universe is extremely complex and varied, with not only race complications, but also non-race solar system anomalies and events, in such a universe then the game is so complex it is going to take me weeks to overcome it. If at all, maybe i play through to the end and have the Burlusts stab me in the back because i betrayed them earlier in the game? Oh my, what an outcome of several weeks of play, but then again, isn't it cool?)

Anyway, as noted at the beginning, these are really just thoughts, not any criticisms, or even requests, i am just really thinking out loud, how i think it might work, and what might be the drawbacks of using the standard 4x approach that i thought at first the game might be using. When if Chris and company do something different - don't they always? :) - then we might expect something quite different when we actually sit down to play the game.

thoughts or comments anyone? Oh, Merry Christmas!  :)

Question?  Does this all inclusive approach accommodate the 'modes' approaches? Or bypass them? In the case of the later, then perhaps 'modes' where each type of game play is broken out separately is better, in that it would allow players to play or approach the game in any number of ways, according to how they feel, or what kind of game they are looking for. Anyway, just some thoughts.

-Teal

 
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on December 23, 2013, 05:41:19 PM
A lot of what you're noting there is basically how it already works. There's only one win condition, but how you go about achieving it is extremely freeform beyond what most games are. In terms of difficulty imposing time limits, generally people have reacted extremely negatively to time limits in games, I've found.

As to having a lot of game modes, honestly at first that doesn't really concern me. Creating one really good, flexible experience is really much better. The advanced start options are basically for subletting what is already there to get specific interesting conditions to test yourself, or adding in extra conditions for winning. Like your time limits idea, actually -- I had not thought of that, but that would be a great advanced option.

In terms or broad modes, really the only reason I was thinking of that at all was for easing in beginners. But to some extent that is what the quick start is already supposed to be, so probably I will move away from that idea, and instead just go for more of a gradual complexity ramp-up as a game progresses. And then have advanced start options where expert players can just turn on whatever they want from the start.

That's a little more freeform for advance players, which I like, while also making it practically one-button-start for new players, which I also really like.
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on December 23, 2013, 07:38:04 PM
Sounds great! Oh, and thank you for thinking about the time limit thing,  take care, Merry Christmas and Happy Holidays!

-Teal

Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on December 24, 2013, 10:16:43 AM
My pleasure, and Merry Christmas to you as well!
Title: Re: Sharing More Art From The Last Federation
Post by: Tridus on January 07, 2014, 09:23:02 AM
(http://2.bp.blogspot.com/-jaoHOlNGkuw/UrMDlzkVo5I/AAAAAAAAByg/TvhRGtZfXFI/s640/GUI.png)

In the row of icons on the right hand side, on the second row, second from the left. That one looks like the character is peeing towards the one to the right of him.

It's kind of unfortunate. :\

Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 07, 2014, 09:49:46 AM
I totally don't see it... hmm.  Well, normally these won't be shown in context like that.

EDIT: Anyway, we'll take a look at changing it.  Thanks for the catch. :)
Title: Re: Sharing More Art From The Last Federation
Post by: mrhanman on January 07, 2014, 11:35:40 AM
I didn't see it at first, but now I can't see any other way! (http://www.emoji-cheat-sheet.com/graphics/emojis/disappointed.png)
Title: Re: Sharing More Art From The Last Federation
Post by: locklear93 on January 07, 2014, 01:12:23 PM
Worst part is, I didn't see that... but the one up and to the right of it immediately made me think, "That's kinda phallic..."

I don't know if this speaks worse of those creating the icons, or those viewing them...
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 07, 2014, 01:27:51 PM
That one we went through a number of edits on to avoid that, actually.
Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on January 07, 2014, 07:53:28 PM
To be quite honest, all of this... 'this looks like this...' feels like it is sort of reaching... i mean, give me a break, I would even go so far as to say that they are trolling, it makes me mad, but well... some people just 'see' stuff.  So i won't yell at anyone, but i still feel like it is all 'really way out there'. It's almost like you can't make anything without someone making it out to be something dirty, or they don't like it... or whatever.

I better shut up before i get madder, it just seems like, 'too much'
Anyway, everyone have a pleasant evening and enjoy, i am looking forward to TLF, icons and all!   :)

-Teal

 
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 07, 2014, 08:11:08 PM
I think the folks here are honestly trying to help us avoid problems from future trolls, so I appreciate it.  I really don't feel like anyone here has ill intent, though it is frustrating when people do find stuff like that, but it's not their fault. :)
Title: Re: Sharing More Art From The Last Federation
Post by: Cyborg on January 07, 2014, 10:01:36 PM
I think this is much ado about nothing. At least it's not next to the purple or green alien icon, right?  :D



Title: Re: Sharing More Art From The Last Federation
Post by: Teal_Blue on January 07, 2014, 11:40:04 PM
You are right, its probably not as big a deal as i think it is, its just frustrating, anyway, sorry for the previous post. i really need to learn to just chill out.  :)  Thanks for the post, take care.

Title: Re: Sharing More Art From The Last Federation
Post by: Tridus on January 08, 2014, 07:40:17 AM
Yeah, after posting here for quite a while and going through two alpha tests, I didn't randomly decide to start trolling. :)

It could be a local thing. In this area, decals on trucks that look similar to that are pretty popular, except they have some company logo next to them that the person doesn't like. So it's the first thing I saw when I looked at it. In another area it could be totally different.

But it's what I saw when I looked at it, and I felt it was worth pointing out because if other people saw the same thing only while doing a review, it would be suboptimal.
Title: Re: Sharing More Art From The Last Federation
Post by: Histidine on January 08, 2014, 08:01:34 AM
The "phallus" is really so different from the expected shape, and generally geometric in nature, that I wouldn't worry about it.

I can't unsee the peeing alien, though  :-X
Title: Re: Sharing More Art From The Last Federation
Post by: tigersfan on January 08, 2014, 08:55:04 AM
Yeah, after posting here for quite a while and going through two alpha tests, I didn't randomly decide to start trolling. :)

It could be a local thing. In this area, decals on trucks that look similar to that are pretty popular, except they have some company logo next to them that the person doesn't like. So it's the first thing I saw when I looked at it. In another area it could be totally different.

But it's what I saw when I looked at it, and I felt it was worth pointing out because if other people saw the same thing only while doing a review, it would be suboptimal.

I don't think you're trolling at all. In fact, I agree with you, and I told Chris so privately yesterday after you posted about it. So, all good! :)
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 08, 2014, 09:16:25 AM
All righty, the revised one from Blue. :)
Title: Re: Sharing More Art From The Last Federation
Post by: Mick on January 08, 2014, 09:24:46 AM
That alien is much less penisy.

I suspect that's the last time I will say that phrase in my lifetime.
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 08, 2014, 09:26:44 AM
I suspect that's the last time I will say that phrase in my lifetime.

Hahahaha.   ;D

I think you just set up some real potential dramatic irony far in your future.  I picture 94-year-old you, speaking to your adult grandchildren.  "I think... that alien..."

;)
Title: Re: Sharing More Art From The Last Federation
Post by: Tridus on January 08, 2014, 09:57:14 AM
All righty, the revised one from Blue. :)

Nice! Looks great.
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 08, 2014, 10:02:37 AM
Sweet!
Title: Re: Sharing More Art From The Last Federation
Post by: Greywolf22 on January 08, 2014, 06:11:44 PM
Yep I agree...it definitely looks "better"...of course sometimes it's the controversial things you don't intend that provide the most advertising...probably not the type of advertising your looking for though  ;)

All in all, really love how this is all coming together though.
Title: Re: Sharing More Art From The Last Federation
Post by: Cyborg on January 08, 2014, 10:19:46 PM
All righty, the revised one from Blue. :)


This one looks bigger than the other ones.

Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 08, 2014, 10:29:47 PM
They're all the same size, but the image that I posted before wasn't full-scale, so hence the difference.  Good catch, though! :)
Title: Re: Sharing More Art From The Last Federation
Post by: Cyborg on January 08, 2014, 10:42:57 PM
They're all the same size, but the image that I posted before wasn't full-scale, so hence the difference.  Good catch, though! :)


It was a joke… :D
Title: Re: Sharing More Art From The Last Federation
Post by: mrhanman on January 09, 2014, 12:46:05 AM
It often only takes one person to point out a perspective of something that then permanently changes someone else's perspective on the same thing.  I still can't see anything but Bomberman on the Bioshock 2 cover (http://www.joystiq.com/2010/02/02/you-cant-unsee-bomberman-in-bioshock-2/).
Title: Re: Sharing More Art From The Last Federation
Post by: YoukaiCountry on January 09, 2014, 01:48:55 AM
It often only takes one person to point out a perspective of something that then permanently changes someone else's perspective on the same thing.  I still can't see anything but Bomberman on the Bioshock 2 cover (http://www.joystiq.com/2010/02/02/you-cant-unsee-bomberman-in-bioshock-2/).

Or the GTA V map Ninja Turtle (http://i.imgur.com/U5yEdpF.gif).
Title: Re: Sharing More Art From The Last Federation
Post by: Rekka on January 09, 2014, 06:05:24 AM
It often only takes one person to point out a perspective of something that then permanently changes someone else's perspective on the same thing.  I still can't see anything but Bomberman on the Bioshock 2 cover (http://www.joystiq.com/2010/02/02/you-cant-unsee-bomberman-in-bioshock-2/).
This one totally ruined it for me when I heard of it. What has been seen can't be unseen. No matter how hard I tried, I always see Bomberman now. :D
Title: Re: Sharing More Art From The Last Federation
Post by: Apathetic on January 09, 2014, 08:31:46 AM
The mention of hidden images reminds me of the comic: http://xkcd.com/960/
Title: Re: Sharing More Art From The Last Federation
Post by: x4000 on January 09, 2014, 11:36:41 AM
They're all the same size, but the image that I posted before wasn't full-scale, so hence the difference.  Good catch, though! :)


It was a joke… :D

*Facepalm* :D

It often only takes one person to point out a perspective of something that then permanently changes someone else's perspective on the same thing.  I still can't see anything but Bomberman on the Bioshock 2 cover (http://www.joystiq.com/2010/02/02/you-cant-unsee-bomberman-in-bioshock-2/).

Oh, great, now that's all I'll ever see, too. :)