They come in fours and leave in fours. A step forward, a knee to the ground, a hand in the trigger and beauty becomes perfection. True art is seldom appreciated but, what would be of virtuosity if everyone recognized it as such? They have to be made to see, they have to understand, to experience, to become art itself. The bullet is in the chamber so get ready. The target is set, the sights on, take a look and live the splendour.
|Concept:||Jhin as a Wild West outlaw.|
|Model:||New model for Jhin and Whisper, his hand cannon.|
|Particles:||New yellow particles for his abilities, auto-attack, recall and joke.|
|Animations:||New recall animation.|
|Sounds:||New sounds for his abilities, auto-attack, Whisper’s fourth shot, death and recall, including three new tracks for Curtain Call. New quotes when taunting and killing certain champions with Curtain Call.|
|Splash Art:||Whisper fully assembled, with the advantage of height and the Sun on his back, Jhin takes aim for another masterpiece. The setup is idiosyncratic to Jhin but the setting is rather basic. There’s mostly sky and some birds with only the parapet of a church, presumed by the bell, to give context. Stone and metal are far from bland but blurry and, ultimately, making an unassuming background. Surely, Jhin takes the centre stage but it all feels empty. The colours, lighting and detail on Jhin do manage to add much needed substance to the splash art. Not only does everything look sharply displayed, for the most part, but every texture is vivid with the scars of their existence; though the body has some diffuse areas. The pose does conceal most of his right arm with all the artificial enhancements but they manage to poke out from his back.
All things considered, it’s a rather good portrayal of Jhin as an outlaw from the Far West. He appears in the middle of what he does best but the frame of the action disappoints.
|Conclusion:||As far as first looks go High Noon Jhin gives a good impression. His apparel is iconically recognizable so the Far West theme comes across without issue. His unusual posture asks for a closer look which reveals some artificial enhancements. This brings the skin closer to a steampunk Wild West but the theme remains attractive. The quirky hitman style suits Jhin’s peculiarities so the result stands apart from his classic persona without ignoring his personality.
The new particles don’t fare as well as the model. The designs are different but appear only minimally so. Even though it’s not the case, the particles seem to be only re-coloured yellow and the classic patterns are recognizable. The same happens with the sounds. Parts are different but others are identical or too similar to the classic ones. Therefore, while the sense that things are different is there everything strikes as too familiar and not unique enough. The only exception is the recall which does a great job at reinforcing the theme; for as much as it can. The change of removing mask for hat when laughing and dying is a good touch that does what it can as well.
The end result is that High Noon Jhin is an appealing skin but one marred by a strong resemblance to the classic identity. The differences are there and most are noticeable but always bowing to the classic structure. If the price were lower, it would be easier to excuse and the changes could be appreciated in spite of their small scope. At 1350 RP, a skin needs to make a conclusive effort to present its theme in a way that it can stand apart from alternatives. High Noon Jhin doesn’t and while there’re a few things to like it simply doesn’t do enough to be a convincing proposition; better to catch on sale.
|Concept:||Jhin playing the role of a dark spirit in the Ionian Festival of Fire play; which resembles a Japanese Noh theatre play.|
|Model:||New model for Jhin and Whisper, his hand cannon. New glow for his left eye.|
|Particles:||New ink particles for his abilities, auto-attack, death, respawn, joke and recall.|
|Animations:||New recall animation.|
|Sounds:||New sounds for his abilities, auto-attack, Whisper’s fourth shot and recall, including four tracks for Curtain Call.|
|Splash Art:||A dim moon in a heavy sky looks down on a town buried in a mist of ominous colours. A gate opened over a cascade is shows the first impact with two more behind. The source of such shots is one that’s already discarding a case to make way for another bullet. The feel of the setting is clear: a layer of gloom over an otherwise peaceful town. The buildings are mostly silhouettes with little attention to the finer details of their architecture. Still, cascade and vegetation give a subtle bucolic touch to the thinly displayed buildings.
Jhin escapes all the diffuse poise of the setting; to the point that even the rain has little effect on him. Lines are precise with great attention to the smallest twists and turns of the gear’s design. Shading is elaborate with too much reliance on dark tones but a fine use of lighting and reflections. The complexity of the Blood Moon form is brought to life with impressive craftsmanship; provided we ignore the less evocative lower body. The rifle competes with Jhin for relevance with a surface so rich in detail that at times it borders on the photorealistic. The fact that the carvings are so detailed only makes it more interesting: though the dull simplicity of the hand-guard makes for an unexpected design choice.
Without doubt this is a splash art that is focused on making the portrayal, or most of it, the central part of the piece. There is a relevant context that ends up being unexploited and delivered in the form of a sketch. That doesn’t happen with Jhin, from the waist up at least, as the attention to detail is evident. Regardless, there’s a clear focus on the piece with a glaring disregard for the rest on display. This makes the splash art interesting but unavoidably uneven.
|Conclusion:||For the most part, Blood Moon Jhin dresses him in ceremonial clothing to take his part of dark spirit. While there’s nothing surprising in what is done the way in which it’s accomplished is what makes the skin special. The clothes are nothing groundbreaking with dark tones and golden lining to evoke an aristocratic yet dark style. The oni mask may even be considered expected in its design but the single glowing eye adds a bit of extra mystery. The rifle is quite nice when assembled but its two parts look quite different. While the extended barrel portion has an attractive vintage feel the basic revolver portion looks like a ceramic antique of dubious quality.
What really sets the skin apart is the particles. They employ blotches, spills and brushstrokes of red and blue ink that sometimes could very well pass for trails of blood. The effect is fantastic giving the auto-attacks and abilities a unique feel that suits both Jhin’s artistic inclinations as well as Blood Moon’s mystic feel. Each ability respects the classic design but the arty flourish added by the ink gives them and the skin a distinct personality.
The sounds follow the Blood Moon style of haunting, low-pitched sounds but they tend to sound too familiar. To a point, it seems as if the classic ability sounds had been processed to sound more ominous yet still easily recognisable. The one exception is Curtain Call with its attractive introductory sound when the ability is first readied and suggestive distorted tones when active to support the familiar shots. Unfortunately, when it comes to shots and explosions everything sounds similar; especially the mechanical sounds. The recall emphasises the artistic style of the skin with a simple but evocative Blood Moon symbol drawn on the ground. It’s simple but suitable.
All things considered, Blood Moon Jhin is a skin with a distinct personality that stands apart from the alternatives the Virtuoso has available. The main features is, undoubtedly, the unique ink particles as the model is adequate and the sounds can feel derivative of Classic; at least the recall supports the art angle. For Jhin fans Blood Moon is an interesting skin with a rather attractive feature. It’s a real pity that the rest of the skin isn’t up to par with the high standard of that single characteristic.
|Concept:||Jhin as a vintage, enhanced gunslinger.|
|Model:||New model for Jhin and Whisper, his hand cannon.|
|Particles:||New particles for his abilities, auto-attack, laugh and recall.|
|Animations:||New recall animation.|
|Sounds:||New recall sounds.|
|Splash Art:||There’s no real background or setting to speak of. At best, we could say that the champions are framed by a sky of undefined characteristics. What stands out is the setup of the piece. The ensemble appears like a group of superheroes in a composition that brings to mind the Justice League. Their general appearance seems to convey a pantheon of Greek gods, each with their unique symbolism. There’s also a suited coach that stands in for the ward skin. While it’s good that such an addition is made part of the team it’s fair to say that his look doesn’t fit that of the heroes well.
Each champion shares the spotlight making use of uneven parts of the splash art. Champions on the left tend to be able to make use of more space while those on the right see their lower bodies abruptly cut off. There’s empty room on the left which means that everyone could’ve made some extra room by advancing a bit forward. In addition to this, it’s clear that the centre of the piece has sharper lines and more vibrant colours; though tones tends to be subdued to the point that all metal seems dull. The blur is particularly noticeable towards the left and bottom areas which does the portrayals no favours.
The ornamented armour characteristic of each champion in their SKT gear is noticeable but with varying degrees of success. Individually, Zac looks too subdued and solid with little attention given to his armour; which is the only characteristic that sets him apart from Classic besides the new colour. Jhin’s upper body is quite explicit but the rest is barely visible and the depiction seems rather pedestrian. Nami barely emerges from the blur and shows too much of her naked back and too little of her armour so that it’s more notorious her familiar mermaid body than the new gear. Syndra almost appears in full with nice shading and a good demonstration of power; despite small spheres and dull colours. Ekko is only partially visible and while the new look is prominent enough that’s because of the clothes more than the portrayal effort to make him special, even if the pose is dashing and dynamic. Finally, Olaf closes the formation with good use of light and shade but a partial depiction with much blur and opaque colours that is only saved by the suitable stance. Not to be forgotten, KkOma looks sketchy with a cartoony look that doesn’t suit the more elaborate shading used for the champions; much as his suit doesn’t fit the classical style of the champions.
All added together, this is a splash art that makes a brief but impactful presentation of the champions thanks to its composition. The individual portrayals are marred by several issues so that each champion struggles to attract attention and even convey their actual look. For all that the piece does well in its setup there is an evident need for a good layer of polish to finish the potential of this splash art.
|Conclusion:||In terms of looks, SKT T1 Jhin furthers the classic style technological artistry by accentuating both aspects but with a base of old style. In other words, Jhin employs elegant, gold-lined clothes with golden armour and weapons with distinct feather decorations. The design is rather practical and fine tuned to make good use of the enhancements that make Jhin a unique gunslinger. At times he may look derivative and other times like a vintage cyborg; depends on the occasion.
Particles are nothing extraordinary truth be told. Auto-attacks are essentially re-coloured gold with few, scant touches of red. Even enemies marked by Caught Out have an indicator that is almost identical to the classic one. The Lotus Trap used by Captive Audience does stand out. It has a design that is quite ornamental with a classy base of gold with a red gem at the centre; a suitable and elegant choice. Curtain Call doesn’t show an ample shoulder transformation as Classic and the technology seems to be more inclined towards form rather than function. That is further supported by the distinct translucent wings that appear on Jhin’s back. Overall, the ultimate manages to display the unique identity of the skin. T1 logos can be briefly seen when marked enemies with Caught Out are damaged and at the beginning of Curtain Call. As a small reference it works but doesn’t seem like it naturally fits the skin.
Theoretically, Dancing Grenade is to have a new sound but everything seems identical to classic as in the other abilities. Curtain Call, though, is another story. The ultimate received a new violin-based theme that stands apart from classic while keeping his artistic persona; something that suits the skin’s vintage style well.
The recall with its electronic music and square lights seems modern yet not contemporary. Added to the antique design of Jhin it gives a fitting retro feel to the skin’s personality. Sadly, it’s the only feature to display such aspect suggested by the model.
On the whole, SKT T1 Jhin is a fine skin. The model is quite interesting but the particles let down with little notable work outside of the colour department and sounds are meagre to say the least. The ultimate and recall add to the skin’s identity better than the abilities. Still, there’s a clear feeling that much is merely adapted instead of newly developed to support the potential of the new identity. While there’re features to like, the whole of the skin needs more work.
|Concept:||Jhin as a cyborg gunslinger.|
|Model:||New model for Jhin and Whisper, his hand cannon plus new glow for his visor.|
|Particles:||New particles for his abilities, auto-attack and recall.|
|Animations:||New recall animation.|
|Sounds:||New sounds for his abilities, auto-attack, starting a match and recall, including four tracks for Curtain Call, plus processed voice-over.|
|Splash Art:||A couple bikes speeding by in a neon-lit city under the rain. Are the fires on the street a sign of unrest? The feel of the background delivers the cyberpunk message very well. The bikes are a nice reference to a certain PROJECT hunter but there’s too little that is actually concrete. Everything is displayed out of focus and even the streets around Jhin are diffuse.
Jhin’s portrayal is dark and his entire body sketchy for a surprisingly dull yet sombre portrayal. The visor, on the other hand, looks almost photorealistic with a classy but too shy red glow that catches the eye; as well as the reflection on it. The stance is menacing and the hologram on front of the gun is a good reminder of the advanced technology at the service of this assassin. It’s a pity though that is the only feature worth noticing on the weapon as the design is concealed under the homogeneous dim tones. The rain is a good touch that doesn’t interact enough with Jhin yet adds to the mood of the piece and portrayal.
All added together, this is a splash art that has a good idea behind it but the result isn’t as appealing as it could be. After the first glance the insistency on hiding details makes elements monotonous and much less interesting and exciting that they could be. The potential is certainly evident but it’s not realised.
|Conclusion:||As an unstoppable cyborg assassin PROJECT: Jhin shares similarities with a Terminator. This is a good basis and one that is expanded upon. Between Jhin’s personality and the stylish PROJECT desgin the skin isn’t just retreaded ground; in general. The model does stick closely to the expected template, though. There’s a dark, enhanced body and a prosthetic arm that stands out among the other cybernetics and supports Jhin’s shoulder enhancements. The elongated skull with a featureless red visor on the front adds a predatorial feel to the design that the adds personality to the model. The fur jacket is also a good addition that gives a fine touch of human style to the artificial base. The gun’s design is broad and sturdy giving the impression of great power. The canisters look to be energy cells as ammo or extra power. While the model, as a whole, can look too subdued it has an identity which struggles to come through.
Particles do employ the expected rectangular design that identifies the PROJECT line. Fortunately, they also add designs of their all; sparsely but they help. The propelled circles made up of curved rectangles add a distinct digital effect for shots. The explosions made up of filled rectangles and also unfilled triangles reinforce the holographic feel of attacks. On top of that, abilities don’t simply borrow the exact same arrangement. The general design is the same, understandably, but each has specific changes to avoid repetition yet maintain consistency. Lotus trap, while lean in design, does look simplistic. Besides, the flower detonation when killing an enemy looks too unstable. There’s a holographic feel to be noticed but the flower look like made of plastic. Curtain Call, as an ultimate, has it moment of grandeur which isn’t as obvious as it should. Jhin’s shoulder mega-cannon displays holographic enhancements in the form of crosshair and scope. The dark colours prevent the measured addition from easily catching the eye but it’s a good touch. Unfortunately, the super shots only look like longer normal shots; that is, their trail is longer and with more circles with an arrow design on the tip. The fourth shot changes the colour of the arrow design that helps it stand apart a bit from the previous shots. Regardless, it’s not as impressive as an ultimate could be. Add this to the simple design of shots in general and the ultimate ends up being a visual disappointment that doesn’t convey power as it should.
Sounds are divided in two parts. There’re the attacks with their soft explosive sound and the mechanical sounds for the actions that are required. The attacks barely feel digital or holographic. The sounds are softer than if we were talking about firearms so, they stand apart from them. However, they seem to be an artificial imitation of firearms, which does have its merits, but, ultimately as all imitations, can’t compare to the original. This also means that they lack a unique feel. The mechanical sounds are the usual rustle of metal as the cybernetics work for every action. While this may sound like they don’t add much the contrary is true. They provide a feasible background for each action that reinforces the synthetic feel of the skin. The different tracks added to Curtain Call are also nice but they sound just as dramatic as they could in any other skin; unlike the nice new music added at the start of each match. They lack a noticeable hi-tech style and as far as digital or holographic feel there’s nothing of note. The new processed voice-over keeps the consistency of the cybernetic angle.
The new recall sees Jhin’s mask crawl away into some machine, a terminal maybe, and back. If the mask were of more relevance, especially this parasitic idea, then it would add to identity of the skin. As the main body seems to power down when the mask leaves it could even be said that the real Jhin is the mask. In fact, the death animation says as much. Sadly, these are the only two places where that aspect is stated. The metallic skull underneath, clear Terminator reference, looks good but such a relevant aspect is neglected anywhere else in the skin. Thus, beyond showing a creepy aspect of technology at Jhin’s service the recall and death fail at contributing to the overall theme; mainly because the theme doesn’t seem to have room but such ambitions. At least, they show an intersecting idea that is left unexplored.
All things considered, PROJECT: Jhin is a good skin. It has an appealing base making him a predatory assassin, much in the way of a Terminator, but with more art to his craft. The skin adds distinct elements to give a unique identity yet the artistry that could be expected is nowhere to be seen. We end up with a skin that communicates its cybernetic message but doesn’t capitalize on Jhin’s personality or the ideas hinted by the recall. This leaves the skin with untapped potential even if the result is good.
For a release skin, High Noon Jhin is a skin that stays too close to the classic persona to define a whole identity for itself. The Wild West theme is appreciable but the unavoidable presence of significant classic designs dilutes its clarity. The idea is good and it’s actually an appealing option but the result isn’t up to par with what a skin at 1350 RP has to deliver. At a lower price, it could be acceptable but as it is a sale is advised.
In general, Blood Moon Jhin is a good skin. The model is acceptable and the sounds support the eerie style of the skin. However, it’s the particles and recall that add a distinct artistic vein to the skin that makes it special. The ink-styled particles are a wonderful choice that relies on the classic personality to define an identity for the skin. If the rest of the skin were just as unique as the particles we have a great option but being so good the particles still make this is an appealing option.
SKT T1 Jhin is a skin with a very fine model and some good touches to the ultimate and recall. The rest, unfortunately, lets down with adaptations of the classic designs instead of further work to develop the personality of the skin. With that in mind, there are things to like in the skin. However, there’s a lot that is left unexploited so that the skin’s identity isn’t effectively rounded in all areas.
PROJECT: Jhin turns him into a cyborg exterminator with a dash of art. Still, his personality isn’t as artistic and his cybernetic enhancements don’t always feel as hi-tech as they should. Therefore, we have a skin that draws from champion and concept alike but doesn’t take advantage of everything that each aspect can contribute. In spite of the untapped potential, the skin is effective so it’s a good choice for fans of hi-tech assassins.