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Found 11 results

  1. DrPixel

    Pixel Reviews: Shelter (PC)

    Developer: Might and Delight Publisher: Might and Delight Platform: PC Release Date: August 28th, 2013 There's just something about nature that captivates and intrigues us as humans. Perhaps it's because nature represents the unknown, with each and every bush or tree potentially hiding an undiscovered species of plant or animal.. Or maybe it's because we can't quite fathom what it is truly like to be a wild creature living in the brush. Anyhow, games about nature as a central theme are very few and far between. The recent game about taking care of badgers who are your children (yes, seriously), Shelter, is one of these extremely rare games dealing with the topic. Certain things happen in nature, and developer Might and Delight captures this to.....an okay extent. I'll explain. So, in this game, you play as a mother badger merely trying to protect her young from harm's way. There's plenty of harm in this game, from hungry eagles to raging waters and even to the "king of rebirth" in nature, fire. If protection of your children is your primary goal in the game, I have one simple question- why isn't the game more open-ended? This game is pretty much near perfect except for the fact that your path is linear and your experience will be the same generally beyond a few certain things you do each playthrough. By that, I just mean getting your badger babies killed. "SPOILER!" you might shout, but really, this is a game about life, just not with humans as we are used to. The only changing element in this is who dies and who doesn't by the end of the journey. Is this a bad thing though, having an extremely linear experience? Generally in games, no! Most modern AAA titles now are 6 to 8-hour romps through the same locales with the same missions each time anyway. Those games aren't panned for being linear, and yet they're panned for other reasons. Unfortunately, I really do regret to say that this game's only downfall in my opinion is not having the option to, well, do MORE! I would have loved to have actually lived as a badger, doing badgerly sorts of things! Even if the game still has the same length, a short-yet-sweet 2 hours or so, I would have been pretty much fine with having more freedom. Instead we get a great, but bland, short, but not outliving its welcome type of game. I'm sorry if that came across as blatant slandering of this game. Truly, I do, because this is a fairly good game still. The crisp, distinct art style and lovely ambient score will keep you fully immersed in the small amount of time you put into Shelter, even if the fairly "point A to point B" gameplay will turn you off. Even the little things like insects flying around or docile animals roaming around really help draw the player in to make them feel like they ARE the badger mother. I know, it sounds weird, but it's great! Truly nothing like this has really been done before and for that I'll give Might and Delight credit. It's a unique experience and if you are someone who likes to play very interesting games this is not one to miss. If spending $10 to feed your children and brave the seemingly vast (yet invisible wall filled) expanse of a typical gorgeous forest and the dangers within doesn't sound like something you'd want to do, I wouldn't blame you. However, take my word when I say that this is a game you will not want to miss at least playing once in your lifetime. It's not something that will come again for a long time I bet, and for that it's very special. A sale would be preferable to get it in as that would be a perfect price to purchase it at. Otherwise, I just wouldn't justify buying it more expensively at $10 unless you think this would be the game for you. Just be aware of its limitations and the length of the experience. Shelter is a good game, but sadly not a great one because of some major gripes present. I give this game a: 7/10
  2. http://imgur.com/a/L3x98?gallery#47 It's awesome and yummy! Make sure to check the link for bigger pcitures. What will these crazy artists think of next?
  3. For years now it seems that the debate over whether games are art has never quite died down. Many have situated themselves on both sides of the argument and formulated reasons why they do or do not qualify games as art. When it comes right down to it, the argument is not integral to keeping video games relevant in the future, but may aid in making them a more respected medium. If you had to ask me, I“d say all video games qualify as art, although many certainly were never vying for the distinction in the first place. Now, though, we seem to be more than happy to christen titles as beaming examples of undeniable art. But first, let's think about what developers of the 70s, 80s, and even 90s may have felt about their work. It“s doubtful those designing characters with highly restrictive constraints on Atari 2600 were envisioning their work as artful. The duck/dragon featured in the game Adventure has since gained stature as an iconic design but it“s not likely to find itself in rigid art museums anytime soon. Of course, even those times are changing as The Smithsonian ran their Art of Video Games exhibit. It“s a sign that at least some of the work of game artists is finally getting some recognition outside the immediate fandom. Before Bioshock Infinite was even out, we could tell that Irrational Games was pushing for a very distinct art style. Of course, the Bioshock series initially launched with very attractive, though sometimes disturbing, design. This time around they appeared to be pushing the limits even further to create a fantastical world within the clouds full of Americana and a bright color palette. The game seemed shocking in comparison to most other games of this generation which have often not pushed any boundaries when it comes to design. Playing the beginning hours of Bioshock Infinite is a one of a kind gaming experience. Before it descends into the requisite shooting moments, you are able to take in Columbia as a city that appears to be living. Through a passageway with yonic imagery, Booker is reborn through his baptism and enters a strange new world. Everything is bright, white, and shining. As you explore, the world quickly opens itself up to show the mechanical, moving city. And since the day is a day of celebration, you get to see sights of a barbershop quartet, parade floats and balloons, and a carnival complete with games. Staring up at the Father Comstock state in the middle of town square, the bright blue sky frames it perfectly and sends a powerful message about this man. It“s pretty hard to deny that all of these sights are worthy of recognition. They most certainly showcase the developer“s artistic capabilities as well as skill in regards to mise en scene. Mise en scene encompasses art direction, cinematography, and design to create a more powerful unifying theme for the work. In the case of Bioshock Infinite, the world is definitely presented to further other aspects of itself. You cannot separate Infinite from Columbia as the design is integral to everything else. Although I agree that Bioshock Infnite should be classified as art, it is odd to me that this is the game which many are crowding around to bring back a resurgence in the games as art argument. Those who have never studied art of any medium are still not impervious to art, which is probably why they feel artistically awakened by looking upon this specific game. But shouldn“t those heralds of the games as art movement be raising many games into their ranks? Why does it only seem certain games are likely to be defended as art? Art is not just an interpretation of beauty. Paintings, statues, music, books, movies, and more are not always attractive to look upon. Nor do they all have stylish interpretations of the world, or easily discernible meanings. The world of art is vast and ranges from aesthetic beauty to abject horror and beyond. And yet, it seems that we are usually apt to cling to visually beautiful games such as Okami, Shadow of the Colossus, and now Bioshock Infinite as proof of games“ art merit. They are certainly artistic, but that is not the one and only hallmark of art. This is probably easy to recognize, but still seems ignored. We who believe games qualify as art against other mediums should discuss a great variety of games, not just those who have an irrefutable visual beauty. Ugly games can be just as much art as anything else, especially if their underlying theme is in any way important. Old games or new games can be art even if they are lacking in pretty colors or heady narratives. Art can be applied with the definition of mimesis (representation, or mimicry of something), but that is not the only way art is expressed. In regards to Bisohock Infinite, we are shown a broken world with a beautiful veneer. So too, should we be excited about games with attractive visuals with underlying worthwhile or important themes. Often, technical skill is assumed necessary for the value of art, but not always. By that affect, we can include games that are lacking in high polygon counts or “good” visual design to be included. Some of the strongest messages can be gleaned through those who are not schooled artisans. Of course, artists who have refined their skills can also use them to create an artistic whole very worthy of merit. Bioshock Infinite seems to fall more on this side of the scale, but should not blind us to all the other games out there. Art can be problematic, grimy, and uncomfortable. It can be small or large, multifaceted, explored in a variety of ways, and appraised very differently by multiple people. At its best, art reveals things about ourselves, emotions, and society. Art, both the expression of and intake of it, are necessary for humans. That“s why we have always drawn as well as tell stories. It is inherent in human nature to express oneself and have that expression experienced by others. So art certainly classifies Bioshock Infinite, but we must not forget games without the multi million dollar budgets and highly skilled designers as well. Any game has the capacity to be art - you just have to be willing to expand your perspectives on art.
  4. Video games have always been a hard medium to truly define. When a game is creatively constructed with artistic values, whether due to a lack of opportunity for realism or simply a desire to be the game developer version of Leonardo Da Vinci, video games can come off as a legitimate form of art. But then there are those modern games that are built to be realistic, proving to be more like interactive movies or real-life simulations than anything else. But is that a good thing or a bad thing? Should game developers aspire to make their games more realistic or should they be focusing their art direction to something more unique to the medium? Creative Art Direction There was a time when games really couldn“t pull off such the realistic flair you see today, turning to more unique means of art direction to compensate the limitations they had. This, of course, gave gamers an experience neither real life nor any other medium could provide. Whether you were a hero fighting for the fate of the world in an RPG, a young traveler on an important quest in an adventure game, or a…erm…plumber saving a princess from a giant turtle-dragon in a platformer, these games always had a unique look to them that still hold up to this day. But over the years, with such rapid advancements in technology, more and more games take a more realistic approach to art direction. In my many years as a gamer, however, born into a SNES lifestyle thanks to my older brother, I“ve come to really appreciate games that take a more creative approach. This could be a manner of things, such as the beautiful art-in-motion styles of games like The Legend of Zelda: Skyward Sword and Journey, the crafty styles of games like Paper Mario: Sticker Star and Kirby“s Epic Yarn, or games like Lone Survivor and Cave Story that use retro styles to remind us all of what makes the classics so timeless. Whatever the case, these creative art styles really make me feel that games deserve to be labeled as “art†alongside “entertainment.†Realistic Art Direction That“s not to say that I don“t like games with a more realistic appeal to them, though. I mean, some people prefer abstract paintings to realistic sculptures, but that doesn“t stop either from being works of art, does it? Of course not. With video games, a lot of the time, the more realistic of the bunch tend to feel more like interactive movies or real-life simulations than what the more unique-looking games provide in the visual spectrum. But hey, some people prefer movies and real life to paintings and the like, and I“d be lying if I said I don“t enjoy watching movies or going out and about in that thing they call the “real world.†It“s also sorta like choosing between watching an anime series and watching a live-action TV show. On the one hand, you“ve got a show you can better relate to, although I sure hope you aren“t a serial killer or anti-heroic meth cook. On the other hand, you“ve got a sort of art-in-motion show, watching drawings (beautiful if pulled off well, like Studio Ghibli) moving around within a certain story, and with a lot of room for the abstract. And I find both styles highly entertaining in their own right. In gaming, however, you“re in control, and sometimes I feel like realistic games try too hard to be interactive live-action movies or TV shows that the more artistic side of gaming is sometimes shunned (Roger Ebert, anyone?). I guess it must be the artist in me, but when it comes down to it, my bread and butter (mmm…) in video game art direction has to be the more creative type. By that, of course, I mean that I tend to prefer games that seek out a unique art direction that other games don“t normally have. I still enjoy playing more realistic games that provide a more cinematic and/or “real world†experience, but I admire game developers that really take their art form seriously and try to do something different in their medium, and I would like to see that more often. Developers like Nintendo and thatgamecompany love doing that, and that“s one reason I tend to like their games a lot. With that said, both directions have their places in the world of gaming, and I wouldn“t give up either one.
  5. Jordan Haygood

    Video Game Art Direction

    From the album: Kaptain's Gallery

    © thatgamecompany, Crytek

  6. I'm sure many of us have gotten our copies by now (I have, at least), so to those of you who have: what do you think? I, personally, love it. It's simply beautiful, and it contains so much content that really made me feel that I got my money's worth. Plus, I love Zelda, so that certainly helps me like it
  7. DarkCobra86

    Hyper-Realistic Pokemon

    http://www.ign.com/articles/2012/10/22/check-out-these-hyper-realistic-pokemon These are definitely really cool pictures by artist. He definitely had a lot of inspiration from dinosaurs which allowed him to change the pokemon designs.
  8. Adam McCarthy


    From the album: Adam McCarthy's Album

    Showing the Concept Art Booklet for the collector's edition of Final Fantasy XIII-2
  9. Adam McCarthy


    From the album: Adam McCarthy's Album

    Concept Art from Metroid: Other M
  10. Adam McCarthy


    From the album: Adam McCarthy's Album

    Concept Art from Fallout 3 drawn by Adam Adamowicz