Showing posts with label video game artwork. Show all posts
Showing posts with label video game artwork. Show all posts

Monday, April 13, 2015

Dead Space: Chronicle of the Red Marker. Chapter 2

Welcome back to Chapter 2 of our short series titled "Chronicle of the Red Marker," a review, analysis and commentary about the stories leading up to and between Dead Space 1 and 2.  This is a continuation post from the article that I put up on Friday which looked at the first Dead Space self titled comic, the first animated movie, Downfall and the Wii/PS3 exclusive rail shooter, Extraction.  Today we will be looking at the stories that continue the story after the evacuation of Aegis VII and the fall of the USG Ishimura.

Dead Space: Salvage is the second comic adaptation in the Dead Space universe and in my opinion, a better read and more visually appealing than the first comic.  Although no specific date is given for the events that happen, we are told that this takes place sometime between the events in Downfall and the following film, Aftermath.

Storywise, Salvage was a much simpler story than that of the first comic.  Salvage follows a group of mercenary and freelance miners who happen to stumble upon the remains of the USG Ishimura.  There is some inner conflict as one might expect to find on board this type of vessel.  The crew boards the Ishimura, not knowing about any of the events that transpired and that is when shit hits the fan.  That is basically the entire story.  Not much meat here as far as overarching story, but the there is quite a bit of Dead Space lore that expands the feeling of the universe which I am always a fan of.  There are hints at the government underbelly; how ships travel to/from star systems at, potentially, FTL speeds; although very little, if any new information in the way of how the remnants of The Marker interact with humans and tissue.  Yeah, there are necromorphs in case you were wondering.

The art style in Salvage is one of the major points of interest here.  I am going to guess that the style is called photorealism, and is then mixed with a lot of blurry watercolor.  I would imagine that some people would find the drab color palette, consisting of mainly blues, greens and greys (with occasional splashes of red for good measure), but considering the universe that this story is taking place, it works much better than brightly lit corridors and sun soaked cargo bays.  Salvage also diverges a bit from the usual blocked formatting of comics using a mix of pages that are told in wide horizontal blocks as opposed to the typical smaller rectangles.

Honestly, I prefered this artistic style to that of the first comic.  I found it easier to follow with the characters, which I genuinely credit to the art style used by artist Christopher Shy.

The second animated movie, Dead Space: Aftermath is probably the oddest of the whole collection.  The story told in Aftermath does a decent job in connecting the events from the first game as well the four previous mentioned stories to Dead Space 2 and the stories associated with that game.  It could even be speculated that the whole reason the team depicted here is dispatched to Aegis VII is from someone within Unitology and Earth Gov. wants a shard of The Marker found and brought back.

The story follows a CEC (Concordance Extraction Corporation) team is sent to Aegis VII to check on their mining investment.  This is after the chunk of the planet that was extracted earlier in the timeline has crashed into the planet and after some farfetched tactics to keep the planet temporarily together (although it makes sense in the context of the movie).  While investigating, one of the crew members finds a shard of the Red Marker and is drawn to pick it up and hilarity (as in horrendous death fueled necromorphic nightmares ) ensues.  When the CEC crew does not make contact with their parent company, a security detail is sent after them where they are taken back to Titan Station, the location of Dead Space 2.

What makes this movie so strange is that all of the events happening in the present are told in a bizarre late 1990s style of computer animation.  They move about as fluid as the characters from the Warcraft II intro movie, but significantly less dramatic.

Now, I feel that if the entire movie were told with this type of animation, you would eventually get used to how wrong everybody moves, but there are four other animation styles that go along with each of the four above characters story about what happened to them on Aegis VII. 

The rest of the movie, the backstories, all use more traditional cell-style animation.  Some of the sequences look very nice, while others, the characters are very stylized and intentionally misproportioned, and I am not just talking about the necromorphs.  It could have been that each different animation team was given concept drawings for the overall look of the film and the universe in the Dead Space series and they took their particular story from there.

Even the design of the RIGs used by the same characters in different backstories are drawn differently.  I realize that this was a stylistic choice on the part of someone in charge, but by the time I felt that I was getting used to a particular style of animation, that story would end and we would go back to the interrogation chamber and the jarring/stilted CG.

Following Aftermath, I should be covering the mobile game simply titled Dead Space, but I had so much fun with that game that it will be receiving its own entry following todays article on Friday.

Dead Space: Ignition follows Titan Station engineer Franco, who may or may not be a Unitologist and which is not-so bluntly stated during the story.  Although the Red Marker does not make an appearance in Ignition, based on the events in Aftermath, you could say that the events happened as a direct result of the Red Marker, which fits in quite well with how Brian Evenson depicted how the various Markers react to Humankind.

I feel a bit like a hypocrite, but Ignition looked (since I was only able to watch a longplay of the game) more like a choose your own adventure comic book with interactive puzzle elements than an actual video game.  The art looked similar to the art style in the first Dead Space Comic and the two animated films, although the in-game animation was straight-up comic book style where dialogue was spoken but the mouths did not move nor did feet/legs move when characters walked.  The game lasted just over an hour and easily half of that time was spent doing puzzles that, in the later stages seemed to go on a lot longer than necessary.  Perhaps it was just to pad the game out.

In the end, I am not sad that I was unable to play Ignition and I probably would have been upset if I had found it and paid more than a couple of dollars for either my phone or PSP.  The story though is what is always important and for that fact alone, I am glad that I only had to waste an hour of my time.

On Friday, I will be putting up my review of Dead Space (Mobile), so stay tuned if you're not yet Dead Space'd out.  Now that was a fun game.



~JWfW/JDub/Jaconian
Rushing Through The Emptiness

Saturday, April 11, 2015

Link Dump version 1-2-1.3

Lately I've been collecting links, so very many links. But I haven't really been posting much. So I've got a bit of a back log, and it's time for a link dump. Here are some interesting things:

I love this animation. I imagine you will as well. Speaking of Animation, it turns out Chuck Jones actually had a set of rules for Coyote and Roadrunner cartoons. They're pretty much what you imagine, though maybe not with the same words. On a different note, I really like the enclosed definition of the word 'fanatic.'

http://www.avclub.com/article/fairies-dancing-screen-4-classic-video-game-sprite-215639

Here's an article breaking down four classic jumps from video game history. linked from John B.



http://jpbruneau.tumblr.com/post/115704339194/kturbio-street-fighter-stages-in-real-life
if you needed another reason to follow jpbruneau: Street Fighter stages in real life.

http://theomeganerd.tumblr.com/post/114376010304/little-dovakiin-skyrim-cosplay
the luckiest kid on the planet.




http://www.manaleak.com/mtguk/2015/03/well-this-is-a-bit-of-a-buggerance/
"Well, this is a bit of a buggerance. A Thank You letter" by manaleak author Christopher Cooper. It's a Magic The Gathering tribute to Terry Pratchett, and is full of inside jokes. In fact, it's composed almost entirely of inside jokes, I still thought it might be nice for you to peruse.



If you're still reading this, why not read about some Alien 3 concept movies that never were:
http://www.empireonline.com/features/alternative-alien-3-concept-movies/p6

And, if that's not your thing, this article shares some love for Donkey Kong Country 3, a perspective I found refreshing, despite the fact that I never played the game.
http://kotaku.com/the-best-donkey-kong-country-ever-made-1683495417

-D

Friday, April 10, 2015

Dead Space: Chronicle of the Red Marker. Chapter 1

No, there isn't some new Dead Space game/add-on/DLC called "Chronicle of the Red Marker," I just liked that title for what I'm going to be covering, which are materials in the Dead Space universe that deal with the finding of the Red Marker on Aegis VII and the results thereof; not including the first Dead Space game.  These all include the Dead Space (Comics),  the Dead Space: Downfall and Aftermath animated movies and the Dead Space: Extraction and Ignition games that came out on systems that I do not have access to.

As I have stated before, I'm a sucker for games in a series, specifically games that take place in the same universe that belong to a series and the universe in the Dead Space games is no exception.  After playing the first game, I fell in love with what was being shown to me as well as what could just be glimpsed upon far in the horizon.  Upon discovering that the first game takes place in the middle of the current chronology, I wanted to start in the beginning, ignoring the fact that Dead Space: Martyr, the novel by B.K. Evenson which begins with the finding of the Black Marker on earth and the origins of Unitology was published in 2010, two years after the first game that started it all came out.  The chronology for Dead Space is all over the place.  Starting in 2214 (Martyr published in 2010), another Marker "found/created" in 2295 (Catalyst published in 2012) and compiling in 2508 when the games start (released in 2008) as well as the comic (published 2008) and the animated movies (released 2005 & 2011).

These two articles look to review/analyze/mumble about the stories that revolve around the Red Marker that is omnipresent between Dead Space and Dead Space 2.  In order to not make this article as cumbersome as it first was, I have broken it up into two separate posts with this first post covering Dead Space (Comic) through the first animated film, Dead Space: Downfall.

Dead Space (Comic) takes place in the days leading up to the "outbreak" in the mining colony of Aegis VII.  The story was written by Antony Johnson and the artwork was done by Ben Templesmith.  I bring this up because while I did not find any fault with the story, it was the artwork that I ultimately found confusing.  

The story however was very well told.  Because this story is told in print, it allows the tension to build without jumping right into a necromorph outbreak.  I also enjoyed that the "corruption" that you see a lot of in Dead Space starts out as an anomalous annoyance and only once its possible connection with The Marker is made is it too late for anyone to do anything about it.

In the introduction, there are bios of the main characters along with a brief histories and thumbnail of what the character looks like.  Now I will be the first to admit that I tend to forget characters' names in a story that is chalk full of main characters (it took me a couple of hundred pages and reading the family trees to keep characters separate while reading A Game of Thrones).  There are even two sets of characters who appear similar to their respective doppelganger.  Cortez and Natalia: both are women of about the same age with shoulder length dark hair.  Sciarello and Carthusia are both slightly overweight men with short hair and glasses.  Maybe I am just a bad person, but I had a hard time keeping these people apart, especially with the artwork not being as consistent between chapters.

It basically boils down to the art style.  At times it seemed like the artists had a general image of what the characters were supposed to look like, but then given free reign as to how they wanted/could modify said characters.  I know this is something that can be pretty common in the comics industry, but I found it a bit distracting, especially when trying to keep characters straight.


Dead Space: Extraction is a Wii and ported PS3 game that I am unable to play due to my lack of a video game console post 2001.  Rather than try and find an emulated copy of the game, one designed for motion controls (although using the mouse would work just as well), I looked to youtube to find a single longplay video or one broken up into watchable segments.  Thankfully I was able to find a series of six videos of the PS3 port from World of Longplays and major kudos to them for having no talking or commentary of any kind.

I enjoyed that Dead Space Extraction took place at around the same time as both the comic and Downfall (below), but that it took the story from a different point of view with different characters.  The thing that I loved about what this game did, was that your first character is not the main character, but it plays it off like he's going to be another Isaac Clarke from the first game.  Throughout the tutorial level, you witness hallucinations from a point of view mode.  At the end of the chapter, your character is killed by C-Sec officers (police) and as your hallucination fades/breaks, you see that the necromorphs you were killing where in fact C-Sec officers.  You immediately wonder how many of the creatures you killed throughout that first level were actually civilians and if there were in fact any necromorphs at all.

The game takes you through the Ishimura up the the point when the USG Kellion (the ship Isaac Clarke is on) arrives, although contact is not made, possibly due to debris and what not.  The only problem I had with the story (as well as the parallel story in Dead Space: Downfall) is that the characters cannot be too successful in making their way through the USG Ishimura since the first game takes place in the same space, so there have to be some monsters left over and all of the items cannot have been picked clean.  But continuity aside, it was a fun game to sit back and watch someone else play for just under six hours (multiple sittings mind you)

Dead Space: Downfall takes place shortly after the events in the first Dead Space (Comic).  The animation style I think is what made it a little odd for me. If you've seen EA's animated film Dante's Inferno, the tie-in to their not-too-successful video game, then you'll know what I'm referring to.  If you haven't seen it, picture what you think of when it comes to traditional Japanese animation.  Now take that image and stretch it out a bit so all the characters look a bit lanky. Somewhat similar to Ninja Scroll, but less refined somehow.

Storywise, I enjoyed what I was presented with.  The story primarily takes place on the U.S.G. Ishimura, although the movie begins with the discovery of the Red Marker on Aegis VII (you know the place) with the events leading up to Issac and company arriving at the Ishimura right before Dead Space starts up.  There was no overlap between Downfall and Extraction which is somewhat expected since Downfall was released a year before Extraction, but I really would have liked it if there had been some mention of people, just to keep the feeling that the Ishimura was a single united ship.

This is where I shall leave you for the weekend.  Chapter 2 (on Monday 4/13) will cover three  of the four storylines that bridge the gap between Dead Space 1 and 2.



~JWfW/JDub/Jaconian
Soon I'll Be Knocking At Your Door

Friday, September 5, 2014

Tetris and More Tetris

(I found this post in the attic, dusted it off, and now I'm sending it back out to you.  Tetris art really is a topic that keeps on giving)

Now that I've taken the lid off of the Tetris-can, I have lots more to cover on Tetris.  I'd like to mention that it was a family-fun-time game.  In that, I remember that we rented it one day, probably from placer, and everybody played it.  Or at least my dad did.  He really loved it, and the next day, he left to return the game, and came home with a newly purchased copy for us to have.  He didn't play a whole lot, (not like a certain Tetris Genius I know)   but it was a pretty sweet gaming experience - very rare. 

Tetris fashion:
Now, I don't know much about fashion.  ... ... or color schemes or anything, but I've always been a big fan of the NES version of tetris and it's various color combinations.  I remember designing a series of izod style shirts with my friend 'Lary, using the tetris shapes and color combinations.  She's an artist, so the fact that she agreed with me on the color combos was all the validation I needed.
If you look at the different levels of NES tetris, it's easy to see like a pants, shirt, tie combination in any of the three-color palletes.  orange, grey, white. level 9 done.  And the black background is like a safety if you need to mellow it all out a bit.




Tetris Dreams:  (The Tetris Effect)
Also - there's probably more to be said on the subject of tetris dreams.  That is, 'the tetris effect' which describes any sort of dream which is like a tetris dream.  I definitely had this while playing Final Fantasy, recently.  And usually when I return to an RPG type game after a long break.  Or any sort of 'build a character' time game.  Sim City did it to me when I really got into it:  I would daydream about building a city, and different approaches I would take.
Tony Hawk was the last 'new innovation' type game that did this.  After playing Tony Hawk, I wanted to grind every edge of every surface I encountered.  This effect was even stronger when riding in a car.
No, wait, scratch that.  Starseed Pilgrim is the last game to give me Tetris Dreams.  

Tetris Art: 
The other thing I want to talk about is Tetris Art.  Jaconian made a comment about a cross-stitch idea, which I think would work fantastically with tetris designs.  And, really, the great thing about cross-stitch is that it's a physical thing, so you get to hold it in your hand, which is awesome.  Below I've listed about a million different examples of art inspired by Tetris, and there are many more out there!



Tetris Art Links:  


construction cranes


pretty square


tetris wallpapers



origami tetris cube


website for above image


world map in tetris


bigger world map tetris


smb mushroom tetris


TuperTarioTros

hooooooooly shit!  Mario/Tetris crossover.  This is the greatest thing ever!!



Actual tetris game.. like, phsyical game.  I wonder how it works. 


Tetris finger nail paint


Tetris shoes, I want


tetris stacking shelves.  Boy, I want. 


tetris jackolantern



Wow, what a Vomitous pile of Tetris Art.  I hope you enjoyed it as much as I did!

-D

Saturday, December 14, 2013

Zelda Fan Art




Well, I don't have a post for you all, so I thought I'd just go through some of my bookmarks for some sweet video game art.  Fan art, on a whole, is an incredible thing.  Some amazing stuff bubbles to the surface on the internet.  Like that sweet Ganon picture up there.  Isn't it totally awesome?  That image is part of a series of of Legend of Zelda images I found over at this place called the Zelda Dungeon.

I really appreciate the art style, and I also appreciate that it is all images from the original Legend of Zelda game on NES.  We've waxed about nostalgia for this series before, and about the potential it may have lost over the years.  Images like this remind me of that potential, of how these simplistic critters could look totally sweet and how there could be a rich mythology behind the happenings in the Zelda games.Also, it reminds me of all the cool names the baddies in Zelda have:  Gleok, Dodongo, Keese.

The artist is called Deimos-Remus at deviantart.com.

Also at Zelda Dungeon, I found an interesting article about Skyward Sword that used terms like 'skill scaling'   'sub optimal dominant strategy' and the like.  I love this game theory stuff, and I harbor dreams of being that kind of a smarty pants and getting to talk about video game design all day.

The writer for this article GaroXIcon, and I like him so far.  In addition to the above article, he pitches a direct sequel to A Link To The Past, and says that Majora's Mask is his favorite game of all time.  How do you like that?  GaroXicon is my new video game critic crush.  and Deimos-Remus is my new video game art crush.

-D









Friday, February 1, 2013

Video Game Artwork

Who remembers fuse beads?  Perler Fuse Beads?  My younger sister had these when we were growing up and at some point I thought it'd be cool to use these to create video game related artwork.  I remember trying to create something that resembled the "Z" logo from A Link to the Past, although I don't have it anymore and I don't know if any pictures of it exist.

I got into cross-stitching back in the summer of 1994.  My older sister was starting to do it and I'd watch her after I got back from school.  I'd been playing Mario Paint for about a year at that point and while watching her stitch little X's onto fabric, I realized that I was basically doing the same with with Mario Paint's pixel creation portion of the game.  Dr. Potts actually was the wizard when it came to looking at in-game pixels and recreating them in Mario Paint.  If I remember correctly, he made two separate characters for the main character in Secret of Mana and was able to animate them to look like he ran in the game.

That summer of 1994, I decided that I would create a pattern, using the pixels from Super Mario Bros. and The Legend of Zelda.  Specifically, from Super Mario Bros., Super Mario World, The Legend of Zelda, and A Link to the Past, with the Nintendo logo in the middle.  My initial plan was to have the characters facing each other with the Nintendo logo in the middle and a border of various items from the game and turn it all into a pillow.  At the time, Super Mario World and A Link to the Past were the most recent and current iterations of those various franchises (1990 and 1991 respectively).  I began this project back in 1994 and only last February 2012 did I finally complete the last item in the border.
If you follow the patter from the lower left corner to counter clockwise (New Link - Old Mario - Old Link - New Mario) that by the time it reaches around, that there's only once space between the pouch and chest from A Link to the Past.  The question of what to put in this square tied me up and kept me from finishing this project for almost 20 years.  Keeping in mind that I didn't map out and line everything up as it probably should have been, I think it turned out rather well, considering it was the first thing I'd ever cross-stitched.  You'll also have to forgive me for not having/using the correct color pallet in respect to Mario from Super Mario Bros.

Since then though, I've done a couple of other pieces that have incorporated either aspects of video games or used artwork from video games as a frame of reference.

Eternal Darkness (Gamecube)
I created the seven seal Protect Area sigil using the Mantarok sigil as the power source.  It's currently above the bedroom door.

Admittingly, this one turned out more pixelly than I had intended and I probably could have made it larger, but it was my first project in roughly 13 years.  I still don't have a frame for it yet.


















Plants vs. Zombies
Each of these are about two inch squares.

















The Konami Code
A pattern I created for Dr. Potts as a Christmas turned birthday present last year (2011 Christmas - 2012 birthday).















That's all I've made for the time being.  I'm not sure if I'll do anything this year as I want to focus more time on painting miniatures, of which I will most likely post pictures from that endeavor.   

~JWfW/JDub/Jaconian
It Happens All At Once