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Go behind the scenes of the creation of the Fumito Ueda trilogy ! Fumito Ueda has worked on 3 games: ICO, Shadow of the Colossus and The Last Guardian. Each of them was able to express the depth of their author's reflection, his love of purity and showed a real poetry. Are video games art ? This study of the Futimo Ueda's work focuses on the question of the artistic essence of video games. EXTRACT When the game ICO was released in 2001, it had several decades’ worth of video games behind it. The game itself was significantly influenced by video games that had touched its creator, Fumito Ueda: Another World by Éric Chahi and Prince of Persia by Jordan Mechner. Yet, when a player takes the ethereal Yorda’s hand, when they feel this physical contact through the vibrations in the controller, something happens. Something new and profound. Something that can only exist through a video game. A simple idea, attached to the R1 button, and digital interaction opens a new door. Of course, this insignificant-seeming gesture is but a small representation of what can really happen. Its strength lies elsewhere; it draws from everything that makes up ICO: its art direction (everything in chiaroscuro), its vanishing lines, its simple and clear game mechanics, its lack of visual interface, its quest for physical realism, its minimalist narration, its extraordinary sensibilities. It is an opening to an evocative otherworld that lets our imagination soar. Contemplative, slow and nearly speechless, ICO offers an uncommon, poetic adventure, rejecting traditional video game standards while still drawing from them. Many remained indifferent to it. Just as many were touched as rarely before. ABOUT THE AUTHOR Passionate about films and video games, Damien Mecheri joined the writing team of Gameplay RPG magazine in 2004 and wrote several articles for the second special edition on the Final Fantasy saga. With this same team, Damien continued his work in 2006 for another publication known as Background, before continuing the adventure online in 2008, with Gameweb.fr. Since 2011, he has written and co-written numerous works for Third Éditions, including The Legend of Final Fantasy X, Dark Souls: Beyond the Grave and Welcome to Silent Hill: Journey to the Center of Hell and actively participates in the “Level Up” and “Video Game Almanac” collections from the same publisher.
When a boy named Ico grows long curved horns overnight, his fate has been sealed—he is to be sacrificed in the Castle in the Mist. But in the castle, Ico meets a young girl named Yorda imprisoned in its halls. Alone they will die, but together Ico and Yorda might just be able to defy their destinies and escape the magic of the castle. Based on the video game filmmaker Guillermo del Toro (Hellboy, Pan's Labyrinth) called a “masterpiece,” Japan's leading fantasist Miyuki Miyabe has crafted a tale of magic, loss, and love that will never be forgotten. -- VIZ Media
Journey alongside Nathan Drake once again, as Naughty Dog and Dark Horse Books team up to bring you this comprehensive and breathtaking exploration into Uncharted 4: A Thief's End! Numerous never-before-seen designs and concept art accompanied by commentary from the developers give you behind-the-scenes access to the creation of this gaming masterwork. This beautiful oversized hardcover is a must-have for any fan of the Uncharted franchise and high quality video game art. The Art of Unchartend 4 will be released by Dark Horse simultaneoulsy with the new game, Uncharted 4.
Throughout his career, Taro Yoko was despaired by the image of humanity returned by most big budget video games. Taro Yoko's strange work reviews the entire career of this extraordinary creator, his games (Drakengard, NieR) and sheds light on the link that constitutes his work. Check out this complete book on Taro Yoko, which explores the contours of its games, their development, the complexity of their stories and their thematic depth. With a preface by Taro Yoko himself ! EXTRACT Nowadays, most of the players who have heard of Taro Yoko do not associate his name to any particular face. Inconvenienced by public appearances, the director systematically equipped himself with a device to cover his face during meetings with the press, at least since the creation of NieR. Shortly before the announcement of NieR: Automata at the E3 2015, Yoko even had a mask made, based on the character Emil, by a plastic artist from PlatinumGames for a mere four hundred euros. Since then, he has worn it every time he is in the presence of photo and video cameras. His persistence in hiding his face under this thick layer of plastic naturally arouses curiosity. One might be led to believe that this is a communication strategy or the eccentricity of an enigmatic creator. Nevertheless, the visual anonymity of the director is in no way a means to nurture the mystery of his personality. Far from comparing himself to the likes of Banksy (a famous street artist and statement maker, who prefers to remain anonymous), Yoko just prefers to let his games speak for themselves. In fact, ask him, and he will answer with no difficulty that he grew up in Nagoya, in the Japanese prefecture of Aichi. Restaurant managers (izakayas, ramens, tempuras, etc.), his parents flitted from one restaurant opening to the next and entrusted their son’s education to his grandmother. WHAT CRITICS THINK "Overall, I enjoyed my time with The Strange Works of Taro Yoko, especially as a fan of the man’s works [...] It’s a great companion piece for long-time fans, and if you’re looking for more unofficial content to read about for the Drakenier universe, you can’t go too wrong." - RPG Site ABOUT THE AUTHOR Nicolas Turcev - Journalist specialized in pop culture, he has contributed to the following magazines: Chronic’Art, Carbone, Games and Gamekult, and occasionally participates in the video game analysis site Merlanfrit. He is also the author of several articles of the Level Up collection at Third Éditions.
Story of a saga video games... If the Dark Souls series managed to seduce players and journalists, it was mainly by word of mouth. It was such a great success that Dark Souls 2 was named “Game of the Year” 2014 by the vast majority of gaming magazines and websites. To date, this saga is one of the most important in the gaming industry. The odd thing is that these games are well known for their difficulty and their cryptic universe. This publication narrates the epic success story, but also describes its gameplay mechanics and its specific lore across more than 300 pages. Characters, plots and the scenario of the three Souls (Demon's Souls, Dark Souls and Dark Souls II) are deciphered by Damien Mecheri and Sylvain Romieu, who spent a long year studying these dense and enigmatic games down to the smallest detail. The serie Dark Souls and her spiritual father Demon's Souls will not have secrets for you anymore! EXTRACT "In May 2014, Hidetaka Miyazaki succeeded Naotoshi Zin as president of FromSoftware, after the studio was purchased by Kadokawa Shoten. This was a highly significant promotion for the person who had led the company’s most successful project, Dark Souls. And yet, he did not lose from view what had attracted him to the field: an insatiable creative drive. In spite of his new status within the studio, one of the conditions he requested and was granted was to remain creative director of his new project: Bloodborne. This allowed him to successfully design this spiritual successor to the first Souls game, while also assuming his new responsibilities. Given his drive to work and create, it is not surprising how quickly Miyazaki moved up through the ranks." ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.
Explore the art and adventure of the quintessential entries in the Final Fantasy saga with this gorgeous 300-plus-page hardcover. Collecting concept art, design notes, creator retrospectives, and more from Final Fantasy VII, Final Fantasy VIII, and Final Fantasy IX, Dark Horse's journey through the creation of the groundbreaking role-playing masterpiece continues! Dark Horse and Square Enix are thrilled to present the second of three volumes that officially translate Square Enix's detailed history chronicling the creation of the Final Fantasy franchise's seventh, eighth, and ninth games. Filled with captivating art and creator commentary, Final Fantasy Ultimania Archive Volume 2 remains completely authentic to its Japanese source material with unrivaled access for a Western audience. This prestige compendium is a must-have addition for any Final Fantasy enthusiast's collection.
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Discover an analytic work of Sekiro, a game that spectacularly marked the 2010s. Few video game series can boast having marked the 2010s as much as Souls. FromSoftware mainly owes this amazing and unexpected success to the talents of the now-famous Hidetaka Miyazaki, whose radical vision of video games was quick to charm and win around players. In May 2014, the director was promoted to president of FromSoftware. He could have continued to create Souls forevermore, but instead chose to develop new franchises. The first true representative of this new era was Sekiro: Shadows Die Twice, a game with unprecedented richness and flawless thematic consistency. This book will discuss the work’s development process, an analysis of the storyline and characters, the soundtrack, themes, and its historical, cultural and artistic influences. It will also present an analysis of the problem with Sekiro’s difficulty—which saw a lot of ink spilled at its release—and take a look at the evolution of Miyazaki’s games. This book will provide you with an analysis of Sekiro: Shadows Die Twice : it will discuss the game creation process, as well as the themes, the storyline, the characters, the soundtrack and its diferent influences. The book will also present an analysis of the problem with the game's difficulty and the evolution of Miyazaki's games. ABOUT THE AUTHOR It is by exploring the world of Super Metroid at the age of seven that Ludovic Castro finds himself for the first time captivated by a world of video games. A big fan of Japanese RPGs, he later became passionate about the background stories about his favorite games in Gameplay RPG magazine. Now a doctor of theoretical chemistry, he sometimes manages to find enough free time to write about his favorite series, Megami Tensei.
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
A unique and extraordinary saga of video games. In just three installments, the BioShock saga made a special place for itself in the hearts of players. These games boast completely unique and extraordinary stories and worlds. The first two installments take place in the underwater city of Rapture. Immersed in the Art Deco style and a 1950s atmosphere, the player advances through an open, intelligent gameplay that encourages creativity and careful use of the resources provided by the surroundings. BioShock Infinite, the third installment, draws us in to explore the floating city of Columbia in a uchronic, steampunk-laden 1912.Third Éditions aims to pay tribute to this hit series—which, despite its short history, has already gained critical acclaim. Dive into this unique volume that explores the games’ origins and provides an original analysis of each installment. Discover a complete analysis of the three installments of the BioSchok Saga! The video game will not have secrets for you anymore ! EXTRACT After years marked by total abstruseness, the early 2000s saw the transition of PC games to the world of consoles. In market terms, game consoles had reached a general-public status, ensuring high popularity—but the PC market put up strong resistance, in particular by selling downloadable games through stores such as Steam. Numerous PC-based developers, such as Warren Spector (Deus Ex, Epie Mickey), Peter Molyneux (Populous, Fable), and of course Ken Levine, began developing for consoles. In the same vein, numerous genres that were typically destined for PC gaming began migrating to consoles. This change certainly had numerous causes, one being Microsoft’s arrival on the console market with Xbox (with architecture close to a PC). In addition, typical inconveniences in PC development were eliminated (games no longer had to be designed for a wide variety of configurations, as a console by nature has a stable internal architecture). Finally, there was the question of pirating—even though it exists on consoles, it is much more common on PCs. ABOUT THE AUTHORS Nicolas Courcier and Mehdi El Kanafi - Fascinated by print media since childhood, Nicolas Courcier and Mehdi El Kanafi wasted no time in launching their first magazine, Console Syndrome, in 2004. After five issues with distribution limited to the Toulouse region of France, they decided to found a publishing house under the same name. One year later, their small business was acquired by another leading publisher of works about video games. In their four years in the world of publishing, Nicolas and Mehdi published more than twenty works on major video game series, and wrote several of those works themselves: Metal Gear Solid. Hideo Kojima’s Magnum Opus, Resident Evil Of Zombies and Men, and The Legend of Final Fantasy VII and IX. Since 2015, they have continued their editorial focus on analyzing major video game series at a new publishing house that they founded together: Third. Raphaël Lucas - Raphaël has over fifteen years of experience in the world of video game writing. A reader of Tilt and a fan of a renowned French video game journalist AHL, he first pursued a university éducation. After obtaining a master‘s degree in history from the University of Paris 1, he then became a freelancer for PC Team before working for Gameplay RPG and PlayMag. In October 2004, he joined the group Future France and worked for Joypad, PlayStation Magazine, Consoles + and Joystick, not to mention a few other contributions to film magazines. Today, he writes for Jeux Vidéo Magazine as well as the magazine The Game. He is also the co-author of The Legend of Final Fantasy IX.