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| Artistic Inspiration in Skyward Sword; Impressionism in video game form | |
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| Tweet Topic Started: Oct 12 2010, 08:40 PM (318 Views) | |
| Togeshroob | Oct 12 2010, 08:40 PM Post #1 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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Skyward Sword's art style. When we see it, many of us, myself included, immediately jump to the 'mix of cartoon and realism' stereotype, and leave it at that. We see it as a blend of old styles - specifically those of Wind Waker and Twilight Princess - not as something particularly new or inspired. But in reality, is it really that simple? Just a mesh of old styles, a kind of artistic middle ground for the sake of having something with the appearance of newness? A close examination of Skyward Sword's art style reveals quite the opposite. http://www.zeldauniverse.net/articles/skyward-swords-art-style-straddling-the-line-or-walking-a-new-path/ Yup, in one of my very infrequent visits to Zelda Universe, I stumbled across this article. I'm amazed, really; I wasn't even aware that Miyamoto had given his inspiration for the art style. It turns out that Miyamoto had been inspired by Impressionistic art, even going so far as to list several specific Impressionist artists he admired and whose styles he wanted implemented into this game. Take the cloud comparison from Paul Cezzane's work, for instance, which is expounded upon in the article. Apparently Miyamoto specifically referenced Cezzane's work in the design for the clouds, and the Impressionism is indeed extremely evident. The concept might seem odd at first, but read the entire article (it's not that long). Get familiar with Impressionistic art from what's given in the article, and compare it to the concept art shown in the article from Skyward Sword. It's a beautiful match, and it's solidified in that Miyamoto has specifically stated his Impressionist inspiration for this game. Man, I can't believe how I completely overlooked all this in Skyward Sword's art. Like I said in the beginning, I saw the style and immediately fell into the 'cartoon-realism' stereotype and didn't give it time for a second thought. But in reality, it's much, much more than that, and I think the Impressionism in this game is simply gorgeous. Gotta love that Miyamoto and his inspirations for his games! Edited by Togeshroob, Oct 12 2010, 08:54 PM.
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| theNublar | Oct 12 2010, 08:49 PM Post #2 |
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the nub has entered the building
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I saw this article some time ago, and was also amazed by Miyamoto's influences and how he projects them in, another reason why I trust him so much. |
![]() The Shop is (hopefully) temporarily down, sorry guys. | |
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| MP1 | Oct 12 2010, 09:41 PM Post #3 |
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Living in Vandy Land
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I think it's a very interesting, perhaps captivating approach for a video game. However, I'm just not sure how well it can be implemented. I honestly can't determine how well this style will work for the Legend of Zelda, nor am I able to even conceive what a reviewer or such will think. I guess that's why it's Impressionistic art, eh? |
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| Togeshroob | Oct 12 2010, 09:58 PM Post #4 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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Well hey, Skyward Sword isn't the first game to utilize a real world art style in this manner. Okami did it, and did it well. It used a very evident and traditional Japanese paper-esque art style in its entire design, and even many of the locales and creatures were based on real Japanese places and myths. So I think Impressionism can be implemented believably and coherently in SS. I'm obviously no expert on just how to implement it well, but if it can be done well for a world in a notably Zelda-like game such as Okami, I'd think it could work with an actual Zelda game world. Granted, Impressionism is much different than the Japanese art used in Okami. To me, the main odd thing about Impressionism in a video game form would be that usually in Impressionism, nothing is really definite. There usually aren't too definite outlines and such - it's brush strokes and textures done in such a way to give the impression of an object, not so much clearly defining the object in the space of the painting. But with a video game world like that in Zelda, things kind of have to be definite by very nature of that world. So I'm thinking that maybe the Impressionism will be most evident in the places like the sky, distances, textures, backgrounds, and such - places and things that aren't interacted with. But I guess we'll just have to wait and see more. Edited by Togeshroob, Oct 13 2010, 09:36 PM.
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| Handywork | Oct 20 2010, 09:09 PM Post #5 |
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A sentence for you to read underneath my avatar.
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*smiles and nods* |
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| Biggoron | Oct 20 2010, 11:07 PM Post #6 |
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Waluigi
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If that game will be similar to OoT,MM and WW that would be kinda nice. I love Zelda games that have alot of side-quests and extra items/weapons to collect, not just poes for money for the rupee armor (like in TP). Although i liked in TP you could use the money to rebuild something, that was a great idea and should have alot more like that. |
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