Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts
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Muramasa: Rebirth Is Vanilla Ware

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Do you like games that are hollowed out lies and which serve seemingly little purpose but to remind you that your finite life is often wasted on outwardly interesting games? Then perhaps Muramasa: Rebirth is a game I can wholeheartedly recommend to you. Not that the game is bad, necessarily. It’s just such an obviously shallow experience that I find its few achievements to be frustrating reminders of what the game could be. Indeed, Brandon’s piece a few weeks back discussing Dragon’s Crown's many successful qualities only serve to remind me how successful developer Vanillaware can be if they manage to move beyond their insane obsession with graphics.

Muramasa Rebirth is a Vita port of a near-identical Wii version called Muramasa: The Demon Blade. Both versions of this game are an artistic success in every sense of the word. An obscene amount of focus from Vanillaware obviously went into the painstaking detail and beauty found in this game’s character models and environments. But that’s about all this game has in terms of merit, and I find myself at times bored by how lackluster and repetitive the overall package comes across.

At its core, Muramasa is a simple MetroidVania-style action game. The maps the player visits throughout his/her quest are broken up into nearly identical backgrounds where enemies are encountered occasionally, popping into the screen much like random encounters in JRPGs. You fight bosses and forge new swords, which are either heavy or light in nature, and which usually have unique properties. It’s a formula I’ve simply seen too many times to become enthusiastic about. And the problem is that nothing is done terribly well.

Prior to starting Muramasa, I had just come out of a 40-hour commitment with Front Mission 5, which felt like one of those long marriages when you spend your quiet life together quilting shirts and then wearing said shirts while you console one another about the inevitability of death. It was at times warm and gentle, but also harsh and draining. Muramasa was meant to ail this melancholy emptiness I felt once I finished with Front Mission 5.


I think the problem is that Front Mission 5 had too much heart: It was clearly a game developed by a studio whose intention was to create a magnum opus for their fans, many of whom have come to expect a challenging story framed by smart, tactical combat. In contrast, Muramasa feels sort of like a cluster of gameplay ideas from previous Vanillaware games held together feebly by an impenetrably wordy story.

Previous Vanillaware games, such as Odin Sphere and GrimGrimoire, managed to convey real heart in spite of their numerous flaws. For instance, Odin Sphere felt grandiose, with characters playing differently, and a world which felt expansive thanks to a largely coherent story. Muramasa feels tired in comparison: the player is given the choice between two functionally identical characters and are expected to mindlessly engage with a limited grouping of enemy types repeatedly until, thankfully, a boss comes along to wash away much of the monotony which smothers you for the hour or so leading up to it.


The issue with assuming that this is a viable game design is that too much of Muramasa’s core gameplay is flawed. For one, the controls are disgustingly shoddy. Both blocking and attacking are assigned to the same button, which makes last-minute cancels from an attack into a block next to impossible. Dodging is also overly cumbersome, requiring the player to move the control nub down/right or down/left, which I feel is far too impractical during combat.

Combat is also too hectic. I imagine my Vita crying before each random encounter, because of how many objects it needs to render during fights. Between the six ninjas lunging around the screen, the three shrunken they are each throwing at me, along with my HUD and my own character reacting to enemy threats, there is very little on the screen in a given moment that is static. Thankfully, the framerate is smooth and consistent throughout this experience. But it just feels like there is too much happening on screen at once, which makes for an often distracting play-session.


Sadly, Muramasa: Rebirth is an utterly average action experience. Its weak body has been delicately placed into a graphical shell whose outward appearance is so radiant that I was foolishly consumed into purchasing it. Now that it and I have shared time together, I feel cheated.  

Oddly, once the anger washes away and time has its way with my memories, I feel that I am most likely to remember perhaps the most incidental detail in Muramasa: that the intricate detailing of food in this game is stupefying. I find myself constantly hungry; constantly wanting more of the game that offers me such a painstaking rendition of maki and yet offers so little in terms of gameplay diversity. I guess I really want more sweater-quilting memories with my games than I think I do.


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Magic And Whimsy With A Bunny

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Very rarely do games get released with an air of enchantment and charm. However, sometimes one will simply cross your path and transport you to a world you'll never wish to escape. Brace yourselves for a spectacular adventure that will seduce you with wit, simplicity and a fantasy realm that may as well rival Lewis Caroll's imagination. I courteously ask you to follow along as we hop through the looking glass that is The Night of the Rabbit.

I am overjoyed to get a chance to write even a slither about The Night of the Rabbit. This point and click adventure is a first for me. Never have I ever found myself enticed by the genre as much as I was with this game. Upon viewing several screenshots, you may find yourself swept away by the colorful and creative artwork used in this 2D realm. The colors alone will leap out from your screen and bind you to your seat, unable to gaze away. Simply put, the game is a work of art.


The plot delivers with a hint of nostalgia when games aimed to be simple and yet peppers itself with quite a few layers. At first glance, The Night of the Rabbit seems too simple be about a young boy named Jeremy Hazelnut who strikes out into the world in hopes of being a magician. He then comes across Marquis De Hoto, an anthropomorphic white rabbit who just so happens to be a magician. Your whimsical tale then begins as you shrink down and complete chores for the woodland villagers of Mousewood. It proves to be a pretty straightforward trek into the woods. However, it is quickly revealed that there are some seriously dark undertones that seep through your fantastic journey. Mysterious masked figures begin to appear in and around Mousewood. These unveiled shadows preach some encroaching darkness. They're not pleasant at the very least and will send a shiver down your spine filled with nothing but distrust. The fairytale world that has enveloped you with a carefree sense of playfulness has suddenly beckoned your aid in defending it from would-be antagonists. It's a wonderful sense of purpose that is jolted within you and truly drives you to continue through the narrative.


Additionally, the voice acting compliments the artistic style superbly. All the natives of the vast (yet actually mouse sized) world deliver their lines with top-notch quality and an appropriate array of emotions. The creepy folk sound deluded and sinister, while the happier denizens have you reminisce of the days you watched Arthur on PBS. The selling point is the characterization of the cast. Jeremy is a curious young lad and charming enough that you won't mind playing a twelve year-old. The star however is Marquis De Hoto. He is an excellent character, be it because of aesthetic design, voice casting or his role as a mentor. I find myself anxiously awaiting my next encounter with him when I had just finished the previous one. Kudos to the designer(s) of this beautifully realized character.

The game is solid gold in terms of appearance and the gameplay is what you would expect from a member of the point and click genre. I must say that some of the puzzles are pretty taxing. Perhaps it's the fact that this is my first venture into a game of this nature but I definitely had to pull out a walkthrough here and there. There's a plethora of items in the game to find and combine and some of these combinations are far from obvious. This all adds to the enjoyment of course. There's nothing that will truly impede your journey as you become the greatest magician that ever lived.


The only statement I could possibly add is that you should simply spend the couple bucks to get The Night of the Rabbit and allow yourself to get lost in its lore. It's a beautiful, enchanting experience that will take your breath away at times and, have you seek the layers of dark secrets at any other given moment. This game was brought to my attention by a dear friend and now I pass that gift on to you. Do not miss out on this wonderful little gem.


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A Crown Fit for a Dragon‏

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Free this month on both PS3 and Vita is Dragon’s Crown, and boy have I wanted to play this one. This game was on my waiting list but considering the low-low price of $0, I was happy to splurge. But enough about my cheap Indian ass. This game does so much right, and you should definitely fork over your hard-earned $0 for this game.

The story is told by a narrator, who plays no role in the game besides telling you the story and dialogue, like a Dungeon Master in Dungeons & Dragons. He’s got a fairly charming British accent which keeps me listening, despite the story taking a backseat to the presentation and gameplay. For $1.99, you can change the narrator to one of the 6 playable characters. Let me just say that whoever voice-acted the Dwarf is a genius.


Gameplay feels old school since it’s a 2D Action/RPG that favors grinding, but keeps things interesting with a varied cast of playable characters. Each character plays differently, so if you’re bored or frustrated with one, it’s easy to switch to another. I myself chose the Fighter, who is slow but can dish out a few hits. Currently, I’m still playing with the Fighter, but I did take some time to play as the Amazon and Sorceress. The Amazon is supposedly easier to play with, and I quickly saw that since she dishes out quick but effective hits, which is very satisfying and would help gamers who aren’t accustomed to other characters. The Sorceress blew me away though, not because she’s stacked, but rather because she has a great set of close and ranged magic attacks. The only problem is that she cannot defend, so you still have to time your attacks right.


You can also choose your party (or go in all alone) which brings some strategy to Dragon’s Crown and allows you to control some level of its difficulty. You gain party members by finding their bones and speaking to the local priest to resurrect them. You and your party will depend on grinding, not only to level up, but for better loot (or “spoils” as they call them in-game). What I don’t enjoy is appraising your spoils (i.e. paying money) before you are able to use them. Usually, games will tell you the minimum level to use a weapon, but in Dragon’s Crown, you also have to dish out some coin. No big deal, but an annoyance.

If you haven’t read any of my other posts, I’ll tell you right now: I’m a sucker for great presentation, and Dragon’s Crown is no slump in that category. Developer Vanillaware has learned from Odin Sphere and Murumasa and have made, yet again, a gorgeous sidescroller. The amount of detail put into every character and level is a feast for the eyes. It’s clear that the art direction was what Vanillaware decided to concentrate on.


I loved Vanillaware for Odin Sphere, and now for Dragon’s Crown. I just don’t understand why they release their games so late in a product’s life cycle. Either way, it’s free right now, so if you own a PS3 or Vita, you have no reason not to play it.

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TBT - Sprites: Yay Or Nay?

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If you happen to listen to our podcast, you might have heard that Dodds has been playing Final Fantasy 7 recently, and by god it got me thinking about playing Final Fantasy 8. So that is exactly what I did. You would think a PS3 could do a better job at up-scaling, but alas it cannot, forcing me to subject my eyes to the horrible graphical prowess of a PS1 game.  And this is why I will always be a firm believer in stating that, for the PS1, sprites were the way to go. I have always loved 2D sprites; the art that goes into them is just phenomenal.

Now the PS1 and the N64 did well to thrust gaming into the three-dimensional world, but I for one felt it might have been a little too premature. The power just wasn't there and while gamers might not have known better at the time, it's hard for some games of the era to stand the test of time. Now of course I'm solely speaking graphically, since for the most part many of the games from this era are well crafted gems in terms of design and gameplay.

So many Super Nintendo games look breathtaking, and that's mainly due to the fact that well-done 2D art is amazing to look at. Bring that to the PS1 with the upgrade in power and the 2D sprites were just that much better. A good example of this is Secret of Mana and Legend of Mana. I can't even begin to imagine how Legend of Mana would have been like if it had been in 3D.


Fast-forward a little bit to the PS2 and we start seeing some solid 3D titles...Maybe not at the beginning, but surely by the end of the cycle some of the graphics getting pumped out were amazing. But again, although heavily outnumbered this time around the developers using 2D sprites shined through.

One of the most unique developers to have emerged from this era was Vanillaware. Embracing the second dimension they were able to bring us a product like Odin Sphere—featuring vibrant colours and crisp sprites, the game's just gorgeous eye-candy. Moving forward, Vanillaware continued developing 2D games. Dragon's Crown, the most recent of which, was released on the PS3 and Vita about a year ago and the HD sprites look even better!


This begs the question: What will happen to 2D games on the PS4 and Xbox One? I have no doubt that indie developers will continue to use the second dimension, but what about bigger studios? I'm sure you know one of my favourite fighting games is Guilty Gear. This series to date has stuck with the 2D art...at least until now. Developers Arc System Works are releasing Guilty Gear Xrd later this year on PS3/PS4 and will be dropping their hand drawn 2D art for 3D models...but to be honest, it's so well done you can hardly tell the difference until the camera moves. Have a look:



I love my 2D sprites and I hope that developers will continue to use them, but when you can have 3D cel-shaded graphics with that level of quality...well I just don't know what to think anymore. What say you?

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Games As People; As Places; As Art

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I’m not prompted to grasp her hand, yet I am compelled to do so all the same. The game’s logic is astonishingly simple: protect her from harm using a wooden club, and bond with her by sitting together on a couch.  

These were my initial thoughts as I played through Ico for the first time, many years ago. Director Fumito Ueda and developer Team Ico effectively translated many expressive behavioural qualities into digital code, and allowed me to feelthe connection between protagonists Ico and Yorda.

It is my belief that video games have long since become an entertainment medium entrenched in values which define it as art. Certainly, Ico is but one example of how a game can act as conduit for players to tap into the realm of the expressive; of the meaningful; of what holds greater than ordinary significance in our lives. What follows is a brief list of two games which I feel function as art. 

Okami


A while back, fellow blogger Brandon spoke briefly about how visual aesthetic plays an important role in determining artistic merit in video games. One of the examples he used to argue this point was PS2 and Wii game Okami, which I agree is brilliant in its visual style.

Visual style in video games is itself the equivalent to gamers as paintings are to observers: they can be windows which allow a person’s mind to reflect on the beauty found in ordinary and everyday things. Okami often felt overwhelmingly calming, and its serenity was rooted in part in the way the grass swayed, the way the trees blossomed, and in the way that the world reacted to the colour which your character literally brought back to the world.

Mass Effect 2

People as places as people

Moving beyond visual aesthetic, I find that video games also serve as effective tools for enabling players to contemplate the significance of personal relationships in their lives.

In a retrospective I read last week at Eurogamer, the author explored several reasons why he enjoyed Mass Effect 2 so much. One notable point he mentioned was that the game was effective in conveying an intimacy between its characters and the player.

While playing through the entire Mass Effect series, I felt constantly in awe by how relatable each of my party members were. Moreover, I found myself identifying qualities in my friends and family which I grafted onto my party members in-game. In this way, Mass Effect allowed me to explore what it was that attracted me to the people in my life.

Final Thoughts
More broadly, I feel as though games are often effective at grabbing hold of players’ imaginations, enabling them to contemplate natural and human qualities which they feel strongly for. In my attempts to very briefly cover the topic of art and games, I touched on three personal favourites, and utilized them to elaborate on how art has bled into video games.

Moving forward, I would be interested to see how you , the viewer, have used video games to think more deeply about what it is that you are attracted to in everyday life.


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Sweet Child O’ Mine

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I’m proud to be a Montrealer, partially because studios like Ubisoft Montreal put out Assassin’s Creed. But then, seemingly out of nowhere, Ubisoft Montreal puts out a game like this, and so far, it’s been a great experience.

You play as Aurora, a girl who wakes up in a different world (Lemuria) after falling asleep from being sick. There are many more characters, such as Rubella and Robert, but there’s also Igniculus, which plays alongside Aurora. Think of Igniculus as Navi from Ocarina of Time, but actually useful: he’ll help you with puzzles, open boxes, and provides support during combat.


The art style plays a prominent part in my experience so far. Highly detailed, watercolor-esque graphics play really well with the feel of the game. It’s very fantasy-like, a feast for the eyes. The color choice is immaculate: deep, muted colors and an amazing use of dark and light tones.



I can’t help but feel like this is a children’s book, a fairy tale presented as a video game. The storyline uses heavy rhyming, which sometimes feels odd, but overall ends up charming. Regardless, the story has dragged me in and I can’t stop playing.

Coeur de Pirate, a fairly popular singer around Montreal, composes the music. This sets a tone that is fairly somber, which complements the art style. A great score composed mostly of piano and violins.


The gameplay reminds me of Limbo, just with more RPG elements when in combat. Igniculus can slow down enemy attacks, so there is strategy in choosing which enemy to slow down and when to do so. I find this active style of turn-based fighting impressive, as a lot goes on during a fight. Honestly, I’ve never played other games with this kind of mechanic, so this is new to me. The puzzles are simple but still very fun.

Sometimes I found controlling Igniculus with the right thumbstick a bit loose, but I grew used to it. The game also allows you to control Igniculus with the touchpad, which I believe is the better option of the two.

Final Thoughts
I haven’t finished the game; it’s only been 4 hours out of a supposed 12-hour playtime. My point here is that for $15, you can’t go wrong. You get great art, great music, a good story, some interesting gameplay, and a 12-hour playthrough. Most blockbuster games are the same length, aren’t as good, and cost $60-70. It’s easy to recommend this to anyone because it excels at every aspect in a game and isn’t too long like most RPGs.

It’s also clear that the people behind this game took the time to think this game out in full. Cheers to the staff who worked on this title.

Here’s a song I enjoyed from Child of Light:

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The Best Dressed Games

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Recently, Might and Delight released a trailer for Shelter 2. Having not known of the series or its prequel, I was really intrigued by the art style. It basically reminds me of a paper cut-out style taken to a level I haven’t seen in a game.



Instantly I was reminded of so many other games with original art styles. Here’s a few (in chronological order) that I believe are the cream of the crop.

Another World/Out of This World



To be honest, I’ve never actually played this game, but I’ve watched plenty of gameplay. This game is a platformer in which the character you play gets stuck in another world after a malfunction in his lab.

First thing to notice are the rotoscoped graphics, reminiscent of Prince of Persia. Also, I believe that it’s one of the first games to include cutscenes, which says a lot for such an old game. This alone made it stand out from the herd, but the game itself really looked great. It uses a very dull color palette, which creates a great mood that fits the tone of the game perfectly: you are essentially alone for most of the game, fighting off these giants. Despite a limited color palette, it manages to change things up with smaller details and a smart use of the color blue. 

Comix Zone



Now here’s a game I played extensively, given the fact that it’s available on PS3/Xbox 360/Wii. Comix Zone is a great 2D action game like many others from its generation (it came out on Sega Genesis) however, it excels in its presentation: the game is presented as if it were a comic book! You move from panel to panel, page to page, and fight various enemies. The art style is really eye-catching with its color palette, and the story is told through speech bubbles just like a comic book. The cartoony style works so well with the other aspects of the game. Overall, a gem for the Genesis. 

The Legend of Zelda: The Wind Waker



This wouldn’t be a good list without Wind Waker. I played this game countless amounts of times but have never finished it. Nevertheless, I can still appreciate the chance Nintendo took on this art style: moving from run-of-the-mill graphics to a vibrant, cel-shaded world was definitely a good move in retrospect. This game is timelessly gorgeous, and ahead of its time. It sparked a trend of cel-shaded games, which have become much more common nowadays – think of Ni No Kuni or Dragon Quest VIII.

Okami

I mean seriously: This is art
Sony was able to retaliate with Clover Studio’s Okami. The game initially went for a more realistic look, until Clover scrapped the idea in favor of a Japanese “sumi-e” look. Basically, every single frame of this game ended up looking like a piece of art, and I especially love the “inky” use of black. Also, instead of a color overload, we are treated to bright and dark colors fairly equally. Flowers grow with every step you take as the wolf/goddess named Amaterasu, adding extra pop as you move. Quite a distracting game, because it’s art style looks like a moving watercolor canvas.

The PS2 version of Okami, has shown its age – its 480i, 4:3 presentation doesn’t do it justice on newer televisions. More importantly, the HD release brings it back to life. Must buy. 

Enslaved: Odyssey to the West

Green is the color of Enslaved


















I haven’t played through all of Enslaved, but it’s in my “to finish list”. Ninja Theory’s Enslaved: Odyssey to the West has you play as Monkey, who is stuck with another character named Trip. He is linked to her via this headband, and if she dies, so does Monkey. This game was released on PS3/Xbox 360 and ported to PC. At the time, so many of the post-apocalyptic games I played used tons of grey or duller colors. Enslaved was a breath of fresh air, which used a lot of green in its flora. It definitely fits the game well, showing the destroyed world, taken over by greenery. Much like Okami, sometimes it's great to just stop moving and look around.

Final Thoughts
Overall, art direction in videogames can make or break the game. Would Wind Waker be so highly praised and remembered had it looked more realistic? Would Okami see ports to the Wii and a HD release had it looked, well, normal? These games have made a mark in the gaming landscape on the basis of the artists’ choices in presentation. Had they not taken chances, they would have been much less memorable to me.

To end this post: What’s your favorite game, solely based on art style?