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

Thursday, March 24, 2011

Guardian Legend across the world

After discovering an interesting topic on HG101’s forums, I bring you a selection of awesome Guardian Legend boxart trivia. Plus, semi-erotic imagery from various artists – there aren’t any nipples, but consider this entry and every single hyperlink in it, totally Not Safe For Work. Unless you work in the erotica industry, in which case far out, man, rock on.
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I’d actually been thinking about the Guardian Legend artwork for some time now, since I’m fascinated by the changes made to cover art as games are released in Japan, America and Europe. Mainly I don’t get it. I lack the business acumen to understand how changing something which looks beautiful, into something which looks shit, will somehow equal more money (a case in point being Ico’s US cover – Jesus Christ!). Unless I’m trapped in some kind of warped reality where human beings prefer to consume garbage than quality – but I prefer to think this isn’t the case.

The implication of having three separate covers for each region is that on a fundamental level, the culture, views and cognitive functions of people in these areas must be different. Right? I mean, this thing almost warrants an anthropological study in order to understand. Is our ability to comprehend artwork (and I specifically mean the paintings which adorn media packaging) really so intrinsically linked to where we live? Guardian Legend’s three variations aren’t actually as bad as other NES examples, and as beach1 said on the forums, in their own way they’re each kind of cool – as I’ll demonstrate.

But even so, I still have to ask: when the executives at Broderbund USA walked into that morning office meeting, and were discussing their intent to publish Legend of Goardic by Compile in the US, under the title of Guardian Legend, did they have the Japanese artwork to look at? Did someone in that meeting look at the cover at the top of this blog entry and say: “Look guys, this, whatever the fuck it is, looks like shit. We’re gonna have to change it.”

I mean, really? In 1989 were US executives really so narrow minded? Was there genuinely the perception that people would ignore the game, unless it had the cover which eventually graced the US version? Sci-fi was a well established genre at the time, moreover it has a slight HR Geiger style which I would have assumed the public was aware of, what with the release of the Alien films. As a former art student and someone who appreciates hand-painted artistry, I am wholly unable to comprehend the mental framework of someone who would look at the Japanese original and say: “This is not good enough.” Because, I would argue, it is flawless.

The American cover we ended up with isn’t awful, it’s not great but it’s not Mega Man bad, where I swear the executive got his 7-year-old son to draw the cover. Dire51 on the forum revealed some info on the US cover, including its inspiration: “Thanks to an unrelated thread on my board, I think I've finally uncovered the inspiration for the (frankly disappointing) U.S. The Guardian Legend boxart. Here, you be the judge. Taken from the 1985 film, Creature. I have no idea who the box art designer for Broderbund was, but the two pieces of art look so similar that it can't be a coincidence. I used the word ‘inspiration’ because it doesn't appear to be a direct lift from the Creature poster, unlike the cover of Contra, for example, where the artist directly lifted Schwarzenegger's body from Predator's poster and placed Bill's head on it. Someone posted the Creature poster on my board in a thread about horror films, and when I saw it, I was immediately reminded of TGL’s boxart. When I compared the two, the resemblance was too similar to be a coincidence. Since Creature predated TGL by a couple of years, I wouldn't be surprised if the American artist used Creature's poster as his "inspiration," much like other game artists used other movie posters for "inspiration;" the example I gave about Contra being the first one that came to mind.”

Pretty obvious, huh readers? The Creature entry at IMDB.

Which leads us on to the European box art. Take a look.

Now to me, I see a strong connection to Capcom’s European Mega Man 2 boxart, with the same airbrushed shiny-metal styling. And also the Turrican box art from over the years. Take a look.


The two Western Guardian Legend covers are... alright. Although I prefer the Japanese boxart, I’d say the Euro and US art is about as good or as bad each other, for different reasons. The Euro box is a little too “safe” for my taste, but it still conveys the sci-fi theme in a reasonable way.

What I find especially interesting, it that it seems heavily inspired by the sci-fi art of Hajime Sorayama, especially his mostly hot hypersexualised Gynoid series (which is definitely NSFW if you're googling). Just take a look at these two pieces of Sorayama's Gynoid art, and tell me that whoever drew the Euro GL box wasn’t at least aware of him? (and as for Mega Man 2, if Sorayama didn't do it, then the guy who did totally ripped off his style!)


And that’s the man himself, from his website (NSFW). I checked, and while he has been commissioned to do stuff for Heavy Metal magazine, and other media, he doesn’t make mention of any videogames. Maybe he even did do the art for GL, but I can’t verify this.

Which leads us on to the Japanese artwork, shown here again.

Now, I’d always thought this was by Oscar Chichoni, an Argentinian artist famed for his totally awesome sci-fi art, often but not always featuring attractive women. His official website (NSFW).

Sega often commissioned Boris Vallejo to do covers, and on one occasion Moebius, and these covers were always some of the best. So Compile commissioning Chichoni seemed well within the realm of possibility. Check out two examples of his artwork below, which bear a similar style to that of GL's JPN cover. I would post more, but several feature nipples, and as has been explained to me, in the US showing nipples is a major no-no, especially in order to keep this blog relatively clean. Still, Google his covers for Fierro or Heavy Metal magazine, and tell me that stuff isn’t seriously hot, in a slightly twisted way.


Anyway, as Wildcat on the forum pointed out, it was actually a famed Japanese artist who did the art for the Japanese cover: “Hopefully a thread resurrection is okay, as I wanted to point out that the Japanese box art was done by Naoyuki Kato, who works for Studio Nue (scroll down a bit on the link to see where I got this from). They've made Macross, Space Battleship Yamato, and The Vision of Escaflowne, among others, and also helped From Software with their Armored Core games and contributed to Platinum Games' Infinite Space, too. I like the Japanese box the most myself. While none of them quite sync up to Miria/Alyssa's design in the game, it's the most interesting to me.”


A google for Naoyuki Kato (use the kanji: 加藤直之) reveals a lot of his awesome art (and sketches of himself, above), with a strong emphasis on mechanical contraptions and a style fairly similar to Chichoni’s. At the very least, I’m sure you can see how I could have mistaken one for the other when previously uninformed on the matter. Some of Kato’s stuff is also pretty damn hot - Google his cover for the fiction novel Star Courier, if you want to see a naked sword-wielding chick in leather boots.

Looking over the three covers for Guardian Legend, they each have merit and, at least in the case of the Euro and Japanese versions, tried to instil a sense of genuine artistic quality. There is a large world of skilled artists out there, and their commission charges aren’t that prohibitive, so why is it we see so much CG rendered crap on our covers today? Do you, as gamers, really feel more inclined to part with money when seeing these CG covers, as opposed to the quality put out by skilled artists?

Games are the realm of sci-fi and fantasy, we should be revelling in this with every game adorned by some fantastic painted artwork. Except most cover art today sucks, and appears put together by the 3D rendering dude who did the title screen, as opposed to traditional artists.

My request for Mass Effect 3 and any other sci-fi game: get Chichoni to do the cover, and tell him to make it sexy.


EDIT:
I didn't realise this, but Wildcat who made the original post about Naoyuki, also runs a blog which looks at cover art differences, and is also an anthropology student. Lots of references, plenty of insight, and all round totally awesome. Well worth a look:
LINK HERE


Sunday, October 10, 2010

Artwork of Otogi


Along with a recent clear out of retro stuff, I also sold most of my items of vague rarity/value. After a fiasco with DHL which resulted in several items going missing (which I need to post about at some point – because DHL are bunch of incompetent, swine-suckling morons), the eternally patient eBayers received their stuff about 2 weeks after winning. One such item was a Japanese copy of Otogi for Xbox, along with an extremely rare artbook. I’ve scanned every page and make them available to you, the good readers of HG101

(warning: for those unable to discern when I use satire, after the subsequent colon I will be displaying a satire disclaimer: WARNING: this blog entry contains satire AND traces of nuts).
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I first read about Otogi in that pathetic toilet-rag EDGE magazine, which gave it an 8 and said it would never be localised. With money to spare I purchased it on eBay factory sealed. It came with the art book, which the seller said was some kind of special pre-order bonus – he wasn’t very clear, but I’ve found absolutely zero information about it online. Supposedly it’s EXTREMELY rare. It was supplied outside of the game box (which was factory sealed), and has enough FROM SOFTWARE logos to convince me it’s genuine. Unfortunately I only made £10 for it on eBay, which is substantially less than I had hoped for. Rare does not always equal valuable.

CLICK IMAGES TO ENLARGE



As for Otogi, as soon as I started playing it, I loved it, and the pair of games released on the Xbox stand as my favourites for that system. In contrast I utterly despised Halo because compared to the heights of PC FPS gaming, with titles like System Shock 2 and Deus Ex, it was a rather pathetic little title, lacking in destructive environments and not even an inventory screen. An FPS without an inventory screen is like a blog entry of mine without a ranting tangent on some unrelated subject. Hell, even other console first-person shooters, such as Goldeneye and Perfect Dark on the N64, outshine it in terms of weapon selection, the diversity of intricate mission objectives (Halo is merely a point A to B sprint with the mechanical complexity of Wolfenstein), the architecture of levels were better, they had destructible environments (you could blow plenty of stuff up in GE and PD), plus the stories were better and actually conclusive – which is saying something, seeing as Goldeneye was a film licence. Halo was a series of plastic corridors and courtyards masquerading as the outdoors, and not much else. God, I hated Halo and the gormless, mindless, unthinking parade of pimply faced, slack-jawed yokels who knelt before its trough of mediocrity to lap like swine on its slimy corpse before claiming it to be champagne. Woe on you and the insipid de-evolution of humanity that will occur should you ever discover how to use your loins and somehow find yourself in a situation to do so.

Anyway, back to Otogi. There were other great Xbox games, such as Jet Set Radio Future, Panzer Dragoon Orta, and Morrowind, but Otogi 1 and 2 stand as my favourites.

Visually they were exquisite, and even in light of the current gen are still respectable looking titles. They look better than most Wii games, for a start. Also, pretty much everything in their environments was destructible: walls, rocks, entire buildings, stone columns, and so on. One memorable battle was in a snowy field against a red hair demon. We tussled in the snow before I slammed him against a bridge which promptly shattered, plunging use into the frozen below, which also broke, revealing gushing water beneath. It was pure, unashamed spectacle of impressive pomp.

People complained the combat was too simple, but I say to hell with those comments. It as simple and fluid, and lots of fun. For depth I could buy different weapons and amulets. The sequel added different characters, each of which controlled drastically differently, and I feel this complicated things a little too much. Each could be levelled and, as is always the case with such things, I found myself controlling certain specific people purely to level them up, rather than for the fun of it. Though it was still pretty damn awesome, especially the guy who pick up enemies and fling them.


Special mention should also go to the story, which deals with ancient Heian era myths – which is not something I’ve ever come across before. Though the demons being fought, such as the giant centipede, bore a striking resemblance to those I saw in the film A Chinese Ghost Story II – which everyone should watch. It’s epic (excuse the AWFUL trailer, it's the best I could find on Youtube). Clearly there’s a common pool of Asian mythology which these and other works draw from. For someone from the west though, these things appear impossibly exotic, compared to your standard medieval dragon-based stories they tell children.
I’m drawn to the narrative NOT because of its Japanese aesthetic – since for the most part it doesn’t feel particularly Japanese. But rather because it is so wholly foreign to what I’ve seen in most places. It’s devoid of many of the expected Japanese steretypes people associate with the region, certainly all of those which a game such as Okami is resplendent in. The main hero looks strange and ethereal (more like a pale Egyptian deity than Japanese folklore hero), the demon enemies appear grotesque and bizarre, and the whole aesthetic style – beyond a few music tracks and some architecture - seems wholly unlike what you’d expect from Japan, unless you majored in ancient Japanese history. Okami and Muramasa feel distinctly Japanese, this doesn’t so much. I suppose it’s similar to the way some people might build up an image of ancient Europe as all appearing like some kind of clichéd Shakespearean play, when in reality it was a lot more diverse.

I’ve always been disappointed that they never garnered as much attention or praise as I would have liked them to receive, but for a long time the Xbox appeared to be something of a Halo-to-TV-adapter, and most people who bought the system seemed mainly interested in all those godamned army games. Trying explaining to your average Xbox Live slob that you control a Heian-era Fairy in ancient Japan, battling a giant, flying, electric centipede. No, it’s never going to work.

Anyway, enjoy the artwork and if you own an Xbox but not the Otogi games, pick them up! The English language versions are only around £5-10 and well worth it.

For a full list on original Xbox games, divided by region and exclusivity, check out NTSC-uk.