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Added several pictures (to my new folder: https://drive.google.com/drive/folders/1kTyk5piWp9EN2DiVRE01R59qbPIhyRzX) from my favorite Dark Souls III, which I dedicated for almost a month (trying to understand it's debug menu).

I set myself the task of finding syntheses and transgressions of varying degrees, and levels of representation, within the classic mechanics and important moments of the game. I chose, for example, the moment of Princess Filianora's awakening. This was the scene I spent the most time capturing, but I don't regret it.

Let the rest of the elements and their synthesis show themselves in the eyes of the jam audience.

Game: Dark Souls III
Tools: OWS, igp 11 by S17L, DS3-Debug-Patch by LukeYui, GlosSl by Alia5, .ct tables from The Grand Archives / igromanru



I wish I knew this game better so I could appreciate the snaps more. But their celestial quality is quite moving. Bravo to your efforts required to capture what you sought.

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Thank you very much for your comment. I very often think about the fact that FromSoftware games themselves are quite difficult to decipher. But I will try to shed some light on this series without particularly revealing the cards of the game itself, leaving room for interpretation and fantasy.

My main goal was to take one single good shot of the cutscene of Princess Filianore's awakening. I believe she is the most beautiful and important character in the Dark Souls series, and her awakening marks the true end of everything. The apogee of beauty within this game. There was a problem in the cutscene - there was a pre-arranged camera, different poses for Filianore (as a standard npc) + always had my character in the frame, which I didn't want. So I installed a patch to access the original Japanese debug menu(via patch). However, all of its options did not work in the cast scene. As I understood it, the cutscenes were taking the parameters of what to render from somewhere outside. So I used UXM to unzip the game and navigate through the files. After spending a couple of days exploring the file structure, I was able to literally delete the parts of the character that were taken by the game. This didn't cause any errors (!) but gave me a free scene to shoot. Next, I had to figure out the camera angles, the different Filianora models at different moments in the scene, and what speedhack I should set for the shutter speed I chose. I've long wanted to preserve Filianore's light in a special way, and I think it's no coincidence that I found a jam that's based on working with light and its mosaic of patterns.

The rest of the pictures are various kinds of syntheses of bugs, mechanics, embedded stories and interactions. I wanted to be between a fairly high speed game and a moment of perfect shot that dissolves into time through Open World Shutter.

You could say that the rest of the pictures are just Filianora's dreams. Or maybe what is filmed doesn't exist at all.