Tag Archive for 'Art'

REVIEW: ‘Crysis’ Pushes Graphics, Lacks Depth

Crysis made its name as a graphical powerhouse, with visuals beyond what current generation consoles and most supercomputers can generate. But there’s almost no depth behind this unarguably impressive presentation.

Story in Crysis is little more than an excuse for the big-budget action. The main character is a faceless soldier named Nomad, an elite commando with a futuristic nano-suit that allows superhuman abilities.

Nomad is part of a US special forces team investigating a tropical island where North Koreans have taken over an archaeological investigation of ancient ruins that turn out to be a buried alien spaceship. It follows a strict formula of War of the Worlds, Half-Life, and Halo, but lacks the depth and creativity of those three.

Scripted events and minimalistic dialog shoves the story forward, viewed in the first person Half-Life-style. The characters are all extreme testosterone to the max, the situations all cliche. It’s ridiculously generic and takes itself too seriously to be fun.

I almost lost it when the gruff general refused to listen to the pleas of the scientists pretty daughter not to nuke everything. “But we don’t know what will happen! It could make the aliens stronger!” “I’ve got my orders!”

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‘Diablo 3′ Designer Responds to Criticism

Lead Diablo 3 designer Jay Wilson addressed the concerns of some fans that the art style of Blizzard’s newest game deviates from its forebears, but refused to give into their demands.

“We’re very happy with how the art style is,” said Wilson in an interview with MTV Multiplayer’s Tracey John. “The art team’s happy. The company’s happy. We really like this art style, and we’re not changing it.”

Outspoken critics struck immediately after the Diablo 3 screenshots and trailer were revealed last month, complaining that the brighter colors made the game cartoony and violated the dark spirit of the franchise. Protests have not died down since and led to an online petition with over 54,000 signatures.

Some critics used Photoshop to edit Diablo 3 art into what they thought it should look like.

Fan-edited screenshot of “Diablo 3.″

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Designer Adam Maxwell Sees ‘No Places For Writers In Our Industry’

“Auto Assault” creator Adam Maxwell said that game writers are irrelevant next to designers in an editorial on Gamasutra.

“Writers do not dictate the way players interact with the world, nor do they dictate the way the player experiences the content that they themselves may create. These are the responsibilities of the game designer,” he wrote.

“Even when the writer has written the dialogue, decided the plot, created every character and conceptualized every setting,” it’s the designer who puts the world together, said Maxwell. “When it comes to playing the game, to interacting with the world presented within, a writer has no real power.”

This is in stark contrast to Denis Dyack’s opinions. Dyack devotes a while section of his “Too Human” team to content. Rather than releasing writers after the plot is set, as Maxwell proposes, Dyack has them work closely with the designers to ensure that their concept of the world is implemented and that art and gameplay supplement the plot.

Maxwell is ignoring the spirit of cooperative enterprise that makes games great.

He compares games to Hollywood, and agrees with Roger Ebert that “authorial control is not something native to video games.” Do directors have absolute authorial control? Absolutely not. Films are a team effort, produced with the work of hundreds of people on and off the screen. The director doesn’t turn actors and lighting engineers into puppets, but allows their creative input to become a part of the final piece.

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Reflecting on ‘Morrowind’

I stumbled on a fantastic piece of “The Elder Scrolls 3: Morrowind” fan-art whilst browsing the ever-time-consuming DeviantArt and it got me all nostalgic. The picture is titled “Morrowind Days” and drawn by DA user SnowSkadi.

Morrowind Days by SnowSkadi. Click for full-size.

And that about sums the game up. Everything that made “Morrowind” (and “Tribunal”) so utterly fantastic. Sure there were technical problems, things that could have been done better, unbalanced gameplay. But whatever, that’s life. And for every flaw, every inconvenience, there was something so real and lifelike about that world where you would get destroyed if you set one unprepared foot out of Seyda Neen and into that memorable cave of slavers.

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First Screenshot from Third Game by Ico Team

There’s a screenshot floating around from the new game by Ico and Shadow of the Colossus creators Fumito Ueda and company. It’s a picture of a chain sticking out of a hole and then dragging along the ground (or suspended in mid-air) into some shadows. Not really a big deal, but Ico and SotC were great games. So there you go.

Final Fantasy XIII Extended Trailer Released

Gametrailers has extended versions of the trailers for Final Fantasy XIII and the tie-in Final Fantasy XIII Versus.

The trailers come from a promotional DVD included with “CLOUD,” Square Enix’s book of concept artwork.

The Final Fantasy XIII trailer includes some more CGI action, a better look at the game’s world and a clearer shot of a second main character in addition to “Lightning” from the first trailer.

I still haven’t played Final Fantasy XII, but this looks really good. The art decoration is incredible, as can be expected from Square. And it’s nice seeing a feminine protagonist who is actually a woman.

Thanks Joystiq.

The ‘Essence of Mario,’ According to Creator Miyamoto

Nintendo President Satoru Iwata and Shigeru Miyamoto, who needs no introduction, had an interesting conversation about the nature of Mario, readable on Wii.com.

This is the fourth in a series of transcribed queries by Iwata regarding Super Mario Galaxy. The game is released in Japan, and the North American release is only four days away. On a side note, such transparent production is an increasingly popular trend used to build community interest.

The two Nintendo gods discussed co-op play, new technology, the significance of Super Mario Galaxy and the “Essence of Mario.” Miyamoto described this essence as “form around function,” unique and original objects and obstacles that look like what they are.

“If you look at the Boos for example, and their peek-a-boo reaction when you turn the other way, you’ll see that they’re very shy, and they blush too. I think it’s aspects like these that point out the importance of designing things with functions that can be easily understood,” he told Iwata.

Even the now ubiquitous turtle was developed this way. “I remembered an experience I once had when I was working on Mario Bros. [Gunpei] Yokoi-san asked me, ‘What’s something that wouldn’t be able to move if I hit it from underneath?,’ and I replied, ‘A turtle, of course,’” said Miyamoto.

Miyamoto’s definition of Mario does not include the cutesy art style that’s become so common. Instead, this art style is the result of his attempts to make things in the game simple and easy to understand.

“Because people believe that the characters should be that way, they make assumptions on their own, like how the eyes should be always big and bright. But I don’t really draw my characters like that,” Miyamoto said. “I think it’s perfectly OK for Mario to be drawn in a cool way, and by that I don’t mean drawing him specifically to be cool, but that the overall design treatment turns out looking cool. So in the past, I’ve always tried to not design anything that looks childish, and change the design depending on the game.”

Game Concept Artists Assert Their Importance

A feature on Gamasutra looks at the creative role of concept artists in gaming in the context of the new Into the Pixel art exhibition.

It’s somewhat startling how much influence concept artists have over the finished product.

“I was given free rein to create the world, so I dug deep, absorbed myself into my drawing and came up with the piñata idea, which really fueled the project,” Ryan Stevenson of Rare told Gamasutra. “As the only concept artist working on the game, it turned into an obsession and I designed every visual aspect of the Piñata universe—down to the pebbles and twigs.”

The article also contains some interesting musings on video games as an artform from the artists who would know best.