stylized

Latest

  • Free for All: MMOs for players with a penchant for The Wolf Among Us

    by 
    Beau Hindman
    Beau Hindman
    10.30.2013

    Ah, graphics. It's hard to describe why we like the graphical styles we do. I like the stylings of many games, but some are just so perfect that the graphics reach beyond a visual style and become a sort of textural memory in my gamer's heart. Each year, scores of games come out, and though I enjoy many of them, most do not affect me the way the look of games like The Chronicles of Spellborn or even Free Realms does. There are a lot of single-player titles that just blow me away as well. Recently I was absolutely transfixed by Brothers: A Tale of Two Sons. I stayed up late one night to finish it, and the graphics just kept getting better the entire time. Then there's The Wolf Among Us, a new title by Telltale Games, the same studio that made The Walking Dead series. It's made me remember just how amazing graphics can be without requiring a massive gaming rig. Did you like the look of The Wolf Among Us as well? Here are some MMOs that feel similar.

  • The Joystiq Indie Pitch: PaintScape

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Jon Powell of Jonathan Powell Productions (wonder if he's related...) explains the strokes of genius behind the brush strokes in his stylized iOS sidescroller, PaintScape. What's your game called and what's it about?Our game is called PaintScape and is a hyper-artistic take on the 2D-sidecroller shooter. You play as a feisty girl in a shoe tasked with wiping out the ever-bland black-and-white world! It's out right now on all iOS devices.PaintScape seems as if it was a major collaboration, between you, an artist, photographer, programmer and some musicians -- were all of these people friends of yours or did you seek out their talents?They were all people I'd met over the years and we've shared many a drink. The artist, Meghan Meier, is actually my tattoo artist going on almost a decade, and my band, Prepare the Joust, did the soundtrack. I was really fortunate to have known such a pool of talent and they were all so fun to work with. It's great because what starts as an idea at a BBQ can become a reality, and that's a truly awesome thing.

  • The Daily Grind: Do cartoony graphics bother you?

    by 
    Shawn Schuster
    Shawn Schuster
    10.07.2011

    I know we've tackled this topic before, but with my new obsession with Glitch (thanks to Beau and Rubi!), I've decided to revive the topic. Just as cartoons aren't always just for kids, cartoony graphics in video games aren't always just for kids. Glitch is a perfect example of a game that looks like it's meant for a younger crowd, but the sense of humor and content actually requires a 14-or-older rule to play the game. This has, in the past, been a barrier to entry for those players who won't play something unless it's ultra-realistic in the graphics department. But I'd like to think our opinions have lightened up in the last few years. So what's your stance? Do you see cartoony graphics as a complete turn-off? Are you attracted by the brighter colors and whimsical mood? Or does your opinion lie somewhere in between? Let us know! Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Rise and Shiny recap: Faxion Online

    by 
    Beau Hindman
    Beau Hindman
    06.05.2011

    I've been following Faxion Online for quite a while. Aww, I remember when it was just a cute little game in development, back when I visited the UTV True Games studio for a tour during GDC Online last year. The team was very passionate about its product, and there was obviously a lot of talent at work behind the scenes. One of the comments I made then (and that I will always remember) is that the devs all seemed like a bunch of gamers -- they appeared to have a love for what they were doing and truly seemed to believe in the game. They also talked about how a lot of MMO development took several years and the budget of a small country. I agreed with them on that. So they wanted to create their game in a much shorter time period yet have it still feature free-to-play accessibility along with old-school PvP. It was a tall order, especially considering the time frame they were looking at. Again, though, the team seemed capable of pulling it off. But did it? I spent half a week (I will explain later) in the game, and my impressions are right past the cut.

  • Elsword Online launch day is here

    by 
    Jef Reahard
    Jef Reahard
    05.05.2011

    What's better than launch day for Elsword Online? Well, free beer for everyone springs to mind, but since we can't afford the latter, you'll have to settle for the former. Kill3rCombo's action manga is the next best thing for fans of anime-themed MMOs, though. The free-to-play title sports a highly stylized look resulting in an original side-scroller that feels as much like a comic book as it does a video game. Elsword boasts three customizable player characters and fighting styles that evolve based on job class upgrades and a variety of skills and combos. Gameplay includes solo content and cooperative missions, and there's a bit of PvP for the competitive crowd as well. "By keeping with the original manga aesthetic and animation, we hope to give players easily accessible gameplay while also staying true to the game's Asian roots," says Ben Colayco, CEO of Kill3rCombo. Head to the game's official website to download the client and get started.

  • Daniel Dociu talks Guild Wars 2 art direction

    by 
    Jef Reahard
    Jef Reahard
    04.04.2011

    If you're looking for the latest art-centric news for ArenaNet's long-awaited Guild Wars sequel, look no further than Tap Repeatedly. Guild Wars 2 art director Daniel Dociu recently sat down for the second part of an interview that shines the spotlight on the forthcoming fantasy MMORPG's visual palette as well as the man responsible for overseeing it. The piece covers a lot of ground, including everything from GW2's painterly user interface to the company culture at ArenaNet (which was founded by a group of engineers but also boasts one of the MMO industry's premier artistic rosters). This is no accident, Dociu explains, and one of his goals as ArenaNet's art director is to ensure that game art is given the respect it deserves. "Too often in this industry art is an afterthought. More often than not the expectations are set too low. It isn't always regarded as an equally important component next to game design or technology," he explains. So what's up with the hand-crafted aesthetic that permeates everything from Guild Wars 2's client interface to its marketing materials? It's very deliberate, Dociu says, and it resulted in a marriage between talented artists and the realities of a finite budget. "We've unified stylistically the cinematics, user interface, and all visual branding... It all started because it was something we wanted to do, but we had to wait for the right moment and approach it from the resources angle."

  • The Daily Grind: How realistic do you like your avatars?

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.19.2011

    From the highly detailed characters in EVE Online to the beautifully impressionistic avatars in LOVE, there's a wide variety of avatar types available in MMO games. Whether you use your avatar purely for humorous results as the above EVE Online pilot did, attempt to create a character that looks at least somewhat like you, or are out to create a completely foreign fantasy being to role-play, choice abounds these days. Character creators go from automatically generated with no choice to insanely complex and detailed -- and everywhere in-between. Nonetheless, with the sheer number of options out there, this morning we thought we'd ask which you prefer? Do you like your avatar so realistic that it's almost bordering on uncanny valley? Perhaps you prefer more middle-of-the-road options like Guild Wars or other games in that general neighborhood -- not too realistic, not too cartoony? Or do you prefer to go as far into your imagination as the character creator will let you with avatars such as the ones in LOVE or World of Warcraft's stylistic, non-human offerings? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Anti-Aliased: Who decided brown was such an awesome color?

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.20.2008

    Pet peeve time, ladies and gentlemen. I despise the realism movement in video games. Sure, I love seeing more accurate graphics and more realistic environments -- that's the nice part. I get to use my nice computer to explore amazing landscapes and take part in some beautiful interactions.But, whoever wrote the equation "Brown + Grass + Bland Colors = Realism" needs to have their head checked. With all of this amazing technology, we've seemed to have forgotten the magic of what games stand for. But what really gets me is the culture that's springing around this phenomenon. Apparently "toony" games aren't welcome here anymore. So I need to ask the question: "Who decided brown was an awesome color?"

  • Anti-Aliased: Who decided brown was such an awesome color? pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.20.2008

    BrownQuest 2 ended up proving that too much of something was bad -- horribly, horribly bad. BrownQuest 2 could barely run on most systems because no one could handle the "extremely, super cool, melt your face" graphics and ended up sitting on the shelves that holiday season. The new rationale about the game was that it had future-proofed itself, lying in wait for computers to exist to run it at its graphical peak.That peak came, and no one rushed to buy the game. People came in and people left, and the game didn't turn out to be the huge blockbuster it was anticipated to be. And now, 4 years later, I turn on my computer and run BrownQuest 2 at maximum graphics easily, and I'm just not fully impressed. Are they good graphics? Sure they are. Are they so amazing that they make me run around my room screaming so loud that I can drown out Lewis Black? (NSFW) No, not really.So, with all of that in mind, let's turn to something more relevant. Let's turn to World of Warcraft. Say what you will about the game, but I think we can all agree that the game design of WoW is solid. It's not the holy grail, but it's certainly good enough to make 11 million people play it. Now ask yourself the question: "Would WoW be as popular and as good if it sported the extreme graphics EverQuest 2 did?"If you're hijacking my brainwaves, you know the answer already. Of course WoW wouldn't be popular if the graphic requirements were through the roof. Even if it was an amazing game, no one would be playing it because no one would be able to run it. In these times, we can't afford to go running off and upgrading our video cards just because we want to play that one game, *cough*Crysis*cough*.And is World of Warcraft a beautiful game? Of course it is! The vistas, the sunsets, the snow, the shattered landscapes. And for being so "cartoony" it can still pull off some really imposing places, like Blackrock Mountain, Hellfire Peninsula, Netherstorm, Icecrown Glacier, and many others. Certainly, the graphics have improved in the latest expansion, but the other areas of the game just don't scream "I'm dated" as loudly as "realistic" games can.Say what you want about graphics that don't push the edge of technology, use bright colors, and attempt to engage us in veritable water-colored landscapes. The truth is these things make sure that the game still looks good and appealing to us years down the line, they let the tone and aristry of the game shine through in ways that realistic graphics cannot, and they make sure that you can still play with your friends without spending wads of cash to upgrade your rig.Because, in the end, isn't that what a massively multiplayer game is about? Playing and enjoying the world with other people at your side? Colin Brennan is the weekly writer of Anti-Aliased who believes games need to grasp the imagination, not your video card. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane roommates. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.