We all need to escape from something. There are times that we would do anything for a way out, to flee at any cost but, few actually understand the meaning of such a price; until it’s too late. Tahm Kench offers you a chance to leave and go wherever you desire. It doesn’t come free, nothing in life does, and if you let him in then his appetite will have to be sated. Are you willing to go to any lengths to get away? Then read on and find out more about the River King.
|Concept:||Tahm Kench as a celebrated cook.|
|Model:||Major model changes for Tahm Kench, new textures for Devour and new ingredients for his joke.|
|Particles:||New particles for An Acquired Taste, Devour, Thick Skin and Abyssal Voyage.|
|Animations:||New recall animation and eating utensils when taunting as well as idle and running after applying three stacks of An Acquired Taste.|
|Sounds:||New sounds for his recall.|
|Splash Art:||The close perspective lends a somewhat intimate view of Tahm Kench’s cooking activities which perhaps isn’t to everyone’s taste. While much of the background is blurry one can see the sausage links hanging near a cage with a poro; we can only hope it can reach the nearby key. Fortunately, seafood seems to be what gathers the interest of Tahm Kench and the impression is that he does know what he is doing; though it’s difficult to guess what. Whatever it is, it’s depicted with a mix of bright and diffuse colours which may be taken as steam; if we are generous.
Tahm Kench is clearly depicted for the most part; if we forget his right side. The colours are vibrant and the surfaces are full of detail. The texture of his shirt or the wetness of his skin is very well done. Sadly, the depiction is uneven and in many places, like his chin, the colours are drab and so the portrayal disappoints. Additionally, despite looking like a professional there’s an uneasy sense that his cooking isn’t very nice. That suits him well but it hardly does his appeal any favours. Regardless, it’s demonstrates another aspect of his personality.
Ultimately, this splash art effectively presents Tahm Kench’s way as a cook. The perspective gives the feeling that it’s too ambitious for what it sets out to do. Besides, the uneven colours only partially let the depiction come to life. It can be said to be an effective piece but also one that stopped short of being better.
|Conclusion:||In theory, Master Chef Tahm Kench is a new model with various extras. Unfortunately, each change isn’t as relevant as it could be and they don’t work together to further the theme. Let’s start at the base: he seems to have a new model but it feels like a re-colour with a new set of clothes. There may be some extra modifications to the model but the classic base is too evident. In fact, the chef aspect is shyly expressed: first comes the monstrous toad and then a bit of cook.
The other additions don’t help the theme stand out either. The particles are subdued and simple so An Acquired Taste only has a new icon, Devour a differently shaped but visually similar glow and a different colour, Thick Skin a new colour and Abyssal Voyage a new colour along a few vegetables. The recall animation does help a bit but isn’t enough to deliver the theme. At least the utensils in use when An Acquired Taste reaches three stacks give some much necessary identity to the skin but that’s the only remarkable point of the skin.
In conclusion, Master Chef Tahm Kench is a simplistic skin that takes a fitting theme and splashes it over the familiar base. The changes are superficial and the theme never integrated into the champion. The only highlight is the new utensils but the skin doesn’t fully bring the cook theme to life. This makes it a passable alternative but far from anything exciting to add to the toad.
|Concept:||Tahm Kench paying homage to Urf.|
|Model:||Moderate model changes for Tahm Kench.|
|Particles:||New stack indicator for An Acquired Taste.|
|Animations:||No new animations.|
|Sounds:||No new sounds.|
|Splash Art:||The fuzzy, pencil style of the splash art gives it an instantaneous identity but the composition doesn’t leave any doubts about what it is: a simple display of a few costumed champions. That’s confirmed by the absent background. There’s not setting to speak of, only a flash of light for the champions to emerge from and jump towards the viewer. As homage to cartoon openings it’s clear but brief and, ultimately, simplistic.
The champions manage to share the scene though, even if they can’t manage more than a pose for a photograph. Going by altitude: Tahm Kench looks diffuse and concealed by too bright light. There’s some faint shade to make the surfaces more interesting. Regardless, only the mouth with its detailed saliva and blunt, separated teeth stands out. The grabbing of a cat-sapling does little to make the portrayal interesting; it’s something at least.
Vel’Koz almost gets out of the picture and its tentacles are largely omitted by either a blur or going out of borders. The colours are bright for the most part and the use of light is attractive. However, the pattern of the pinstripe suit is too difficult to notice, the watch is on the right instead of the left tentacle and the trouser seems to be on the front-left tentacle while the back tentacle seems to wear a sleeve. It’s a complete mess that makes getting an idea of its look more difficult than it already is given the convoluted posture.
Maokai appears with a warm, fuzzy look for his costume while his bark looks dry and his features supernaturally powered by magical energy: an eloquent presentation. Cat-saplings fly all over leaving multicoloured trails and sparks but their flat faces lack vivacity for living beings. The effect of motion on Maokai’s foot is subtle but noticeable yet also pointless because there’s no perceivable reason for him to be smashing anything. The body, large and simple, appears a bit diffuse and lacking relevance while the pose appears to twist him in an uncomfortable position that can make his creepy face reveal a delight in pain.
Finally, there’s Draven with a pose that it’s as fanciful as it can be foolish. The huge mask shows reflections that hint at its artificial nature. Still, it could very well pass for a consequence of his inflated ego. The body is actually quite well shaded yet the proportions of the limbs aren’t believable: thick, stubby legs and short arms with big hands. The body also loses details towards the centre becoming flat, muscle-less and deformed by a forced posture.
When all is added together, we find a splash art with a simple background that is content with just introducing a set of champions. Available space is shared unevenly and there are portrayals that are clearly superior to others. The general idea of the champions’ look is given but seldom do the depictions add elements that make them memorable. In the end, it works but it doesn’t capitalise on its best characteristics.
|Conclusion:||Without going far into model changes, let alone any other changes, Urf Kench is a straightforward tribute to the famous manatee. The new model has much in common with the classic River King appearance. The most significant modification is the clothes which incorporate Urf’s fashion sense and add a fancy jacket to carry implements that won’t see any use. They could’ve received the same treatment as the cooking utensils do in Master Chef but they are relegated and ignored. The wristbands match the jacket’s rustic style but they don’t do much for the Urf theme. It’s the new textures and the tail changes that deliver the manatee look better despite amounting to little more than a re-texture and some slight tail modifications. Besides the laurel wreath, bib and weapons there’s nothing that states the theme with weight. It seems like a partial adaptation where Tahm Kench takes on some traits of Urf but also adds some of his personal rough style to the mix. That wouldn’t be a problem if there were more to develop the main theme but there’s nothing else. The stack indicator for An Acquired Taste, borrowed from Master Chef, doesn’t amount to much. Therefore, we are left with limited model changes that gloss over the concept and do as little as possible. For Urf fans, it could be enough as a funny reference. Regardless, there’s little doubt that Urf Kench is a skin lacking in desire to present its theme.|
For a release skin Master Tahm Kench is a recognizable case of a modification of the present base. Elements are added to alter the feel but only over the classic style without going deep enough to make it part of the champion. This results in a superficial look that is little more than a costume. It can be an acceptable option if you just want something different but the theme is too thinly developed.
A cheaper alternative is Urf Kench with its moderate array of model changes. Urf fans may derive some satisfaction from the reference but it’s presented in an evidently limited way. The most relevant changes are the most essential and there’s nothing else to add flair to the barebones presentation. If you aren’t a fan of Urf, chances are that you won’t find much to like in this simple skin.