![]() Especially since starving, creative, original artists are not exactly uncommon.Īnyone calling the Witcher a "Tolkein fantasy" pretty clearly has very little clue what they are even talking about, unless the games went into some completely bizarre direction compared to the books. ![]() I think, in a way, the proliferation of the Near Future Tactical Shooter (the NFTS) is a good thing for western developers, because it keeps them from having to reveal that they have massively understaffed their art departments to cut a few pennies from a multimillion dollar AAAAAA game. It's not unique to Japanese games, but they tend to be a lot better at these principles of art design than Western ones, which tend to be very film-y even when they don't have to, and spend all their time being more down to earth than they need to be. Gausswerks also points out that it means you understand how to create immediately recognizable costumes and silhouettes. ![]() TF2's art design is amazing, because they figured out that learning from cartoons is a great way to start. Or don't, because the LSL games were funny when you were 14 and painfully immature after, and the fact that the recent ones were absolute shit didn't help either.Īnd better art designers, although I wonder if that's just because of the popularity of animation in Japan, since games have far more in common with animation (like the fact that there are no physical constraints to costume/environ design) than with movies. Ar Tonelico is amazingly self-aware and mature for a game that's basically a long, extended metaphor for sex. It also seems that Japanese games tend to have better writing staffs on board in general. I mean, okay, Operation Darkness was pretty awful, but compare it to Silent Storm, which is in a roughly similar genre (turn-based tactical) and had about a trillion angry fans viciously hammering keyboards to program mods that took away the few fantastical parts of the game. I think there are actual core-level developmental problems in Japanese games, and they're good despite these shortcomings, because they have an originality of vision and a willingness to do crazy shit that Western games tend to shy away from. Those two seem to be the problems Japan should try to resolve (hopefully without killing any semblance of soul their games have), but "They aren't GRIM DARK ENOUGH" is not one of those problems. I mean, Final Fantasy XIV just does not happen in modern western game studios which do AAA work. And then there's games like MGS4 or Metroid: Other M, which had major flaws because nobody was willing to tell the lead director "shut up you are awful at this". I basically never hear of AAA titles coming out that have regressed from their predecessors gameplay-wise, but it's happened a few times in Japan. The reason Japanese game developers have issues is probably because of directorial excess and possibly spotty-QA.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |