By Simon Carless

For Your Little Wander: Shadow of the Colossus Mobile

Back when the Left 4 Dead and Team Fortress 2 mobiles from Etsy seller SaltyandSweet were making the rounds on video game blogs, I admired the industrial designer's craftsmanship but thought to myself, "Why would you want to hang zombies and firearm-toting dudes around your baby? Aren't there laws against that?"

SaltyandSweet introduced two new laser-cut mobiles for the holiday season, and while the BioShock-inspired piece (below) still looks dangerous, what with the Big Daddy's huge drill and the Little Sister's syringe, the Shadow of the Colossus mobile looks like a perfect toy to hang over your infant's crib, implanting dreams of slaying giant colossi into his or her horned head.

Both of the new items are now available to purchase from SaltyandSweet's Etsy shop -- make sure to put in an order before December 16th if you want a mobile in time for the holidays (December 18, with expedited shipping)!

[Via Wonderland]

By Simon Carless

Interview: Parsing Fumito Ueda’s Creativity

[One of the first of a host of neat Tokyo Game Show interviews conducted by Christian Nutt, we managed to speak to ICO and Shadow Of The Colossus creator Fumito Ueda on his inspirations and creativity - and here's the oblique but fascinating result.]

What makes the director of Shadow of the Colossus tick? Drawing Fumito Ueda out on the subject isn't precisely easy -- on inspiration, he says, "I've gotten this question many times, but I actually don't intentionally think about inspiration."

The Sony-based creator is known for his careful approach to gaming, as seen in his trilogy of titles - ICO and Shadow Of The Colossus for the PlayStation 3 and the upcoming, much-awaited The Last Guardian for PlayStation 3.

As referenced, there's obviously a very deliberate method to Ueda's style of game design. And with that in mind, Gamasutra spoke in depth to him at Tokyo Game Show to try and get a handle on that process, in a rare interview:

All the games you've worked on are centered on a really important relationship, like with Ico and Yorda, or with the boy and the creature in The Last Guardian. What do strong relationships mean to you in your games?

Fumito Ueda: Well, there's a significant relationship between the main character controlled by the player, and then the AI character -- Yorda for Ico, the Colossi, and also the horse in Shadow of the Colossus, and in Last Guardian it's the beast -- but I don't have an intentional plan or some big concept, or anything like this.

But I think, maybe, I'm thinking that there's something that can be said about relationships, between the AI and the player, that can only function in the computer entertainment world.

A lot of games try to tell a story in a way that's very typical to other media, like film, whereas the interactive nature of the game allows you to build an emotional relationship with the character without telling it in a linear narrative...

FU: You're exactly right -- I exactly agree with you. I think that I tried to sort out within myself what exactly can be done only through video games. I think one way to use the computer is to use it like dice in The Game of Life, or something like that.

But I don't think that's the most effective way to use the computer; I think it's having AI, or having characters that have some sort of personality to them. I think that's the way to use computers.

Many of your games have a really young protagonist, too. Children are vulnerable, not quite so strong, whereas most game characters are strong people. What interests you about creating these vulnerable characters to play?

FU: It's not that I particularly like younger characters, or something like this, but I think it's really trying to figure out a cohesion with the game design, and what would be the most persuasive form of expression. And having a younger age was the answer that I reached.

What are you trying to get across, then? What kind of emotions are you trying to evoke in your games?

FU: Of course it's different for each title, but something that they have in common would be that to really illustrate or communicate that the world that you see is real. That it's a really existing world, and to actually have this reality to the world that's in the screen.

A lot of works that have really well-developed worlds have a lot of background data, and the background data never makes it directly into the product, but the creators know about it. Is that part of your process?

FU: It's not that we don't do it at all -- create this background setting -- but I think that perhaps compared to other teams, we don't do it as much. So I think maybe you're referring to background setting situations.

But really, compared to the amount of data information of the setting, we actually have more information about the actual details contained in the particular scene, or particular screen shot; in order to create this actuality, reality, tangibility to the screen. So, less background setting, more detail in the actual image.

So it's more about creating a world that has architectural believability, and the details that make sense, rather than saying that you know the history of the country, or something like that.

FU: That's exactly correct. I think somebody said that "God is in the details," and that's really what I'm looking at.

Where do you draw the visual inspiration that's the foundation of that -- the details that make the game believable?

FU: I've gotten this question many times, but I actually don't intentionally think about inspiration. Meaning that I don't really value or cherish it, inspiration, and specific sources of inspiration; rather, the reason why it looks the way it does is because of game design, and the necessity of game design -- the constraints of level design.

So, what comes first, then? Is it something like building a level, testing it, seeing how it plays, and then saying, "Okay, now I see how this is, and I see what it is, formally..."

FU: It's what you said. Actually building it, and seeing how it looks -- and then also looking at if it's a place that players would easily get lost in, and place some kind of landmark, or some kind of guide post, or something. If it's a dark setting, then open some windows. And also, then, to make it visually, aesthetically enjoyable, and pleasing.

It's easy for me to speak about Ico, and the castle; some of the areas in it were like set pieces. Do you think "Oh! I can do a gameplay design that will work in this environment!" and this is how you do it, or do you think, "Oh! This is a logical room, and what can I build out of that?"

FU: Actually, that is true, that sometimes we do have a visual image first, and then go into the level design -- I mean, what you described. But actually, for Ico, all the stages were made as individual, separate spaces, and then they were compressed together, and somehow made so that they had some compatibility, cohesiveness.

The PS3 will soon have motion control -- and it made me think about the closeness of interaction in your games, particularly between the characters, and I was wondering, does motion control appeal to you? In the way of bridging the gap of distance between the characters?

FU: I do have an interest in motion control -- just the technology itself -- but I don't think that perhaps it is most compatible for the themes that I'm looking for now. So, the motion control is a new, involved form of input to the game, but I actually have a stronger interest in what enhancements can be made to the output, so...

Does the power of the Cell processor allow you to have more complex AI, and more complex behavior from the beast character?

FU: Actually I don't really feel the enhancement of the PS3 through the AI, because we don't really use such complex AI. Actually I feel more the enhancement in the information density; how much information can be put onto the screen, in terms of the details, and how much more we can have.

By Simon Carless

Metanet Shares Robotology Walking Demo

N+ developer Metanet posted a video to show its progress "after a year of groundwork-laying" for its next title, Robotology. Note that the images you see in this walking demonstration are debug graphics, soon to be replaced with proper art.

"In the video, all movement is animation being driven based on time," says the company." "The next step in terms of modeling movement is to add some sort of feedback to the system, since currently it’s all just blind forward animation (i.e 'wind-up toys'). ... We also have a lot of work to do on the tools side."

"We made a basic parametric model which can generate legs and feet, but it’s quite rudimentary and can’t handle, for instance, wheeled or flying robots. Oh yeah, for sure we need wheeled and flying robots. It’s definitely a huge improvement from hard-coding everything — making a biped now only takes ~20 lines of code to define some parameters which are then used to generate the necessary data, instead of 200+ to make all the shapes and constraints by hand."

Planned as a "traditional platformer", the game features the walking robots as enemies that players can interact with. Metanet co-founder Raigan Burns hints that the interaction could be something comparable to Shadow of the Colossus but admits that the project is still very early in development, so nothing's set in stone.

You can read more about Robotology's walking demonstration at Metanet's blog.

By Simon Carless

GameSetNetwork: Best Of The Week

Ah yes - time to go through the top full-length features of the past week on big sister site Gamasutra, plus extra features and Game Design Challenge goodness from fellow edu site GameCareerGuide.

Some of the highlights include an rather smart Shadow Complex interview with the Chair folks, a discussion on building buzz for indie games, a GCG narrative analysis for Lost Odyssey, great ways to navigate game levels, and other neatness besides.

Time to fly:

- Making Shadow Complex: Donald Mustard Speaks
"Though it's quickly proving to be one of the biggest buzz games of 2009, Shadow Complex was not a sure bet for Chair Entertainment when the project began. Gamasutra talks to creative director Donald Mustard about the creation of the Xbox Live Arcade downloadable hit."

- Ludus Florentis: The Flowering of Games
"The video game industry is going through a massive sea change, and Divide By Zero's James Portnow sits down to examine just what's going on, from tool simplification to distribution network changes, and what it means for games as a creative medium."

- Building Buzz for Indie Games
"In this in-depth feature, Mode 7 Games (Determinance, Frozen Synapse) co-head Paul Taylor discusses key steps to getting your independent game known, from careful initial announcements to pre-orders and talking to bloggers."

- No More Wrong Turns
"How do you navigate complex video game levels easily? Designer Nerurkar looks at examples from Fallout 3 through Shadow Of The Colossus to examine the top tools for aiding level navigation for players."

- Playfish: The Social Gaming Provocateurs
"Facebook game creator Playfish (Pet Society) has created some of the more sophisticated games for social networks, and Gamasutra speaks to them about why they believe quality eventually wins for social gaming, despite the noise."

- GCG: Game Narrative Review - Lost Odyssey
"In the first of a series of student examinations of game story, we take a look at the narrative of Xbox 360 RPG Lost Odyssey, examine its characters, and see where it goes right and goes wrong."

- GCG: Coursework vs. The Real World
"Wondering what value your college coursework will have for you in your gaming career? Graduate Matt Baxter explores the synergies between what you learn in the classroom and what you'll need in real life."

By Simon Carless

Tower of Shadow Inspired By Miyazaki, Shadow Tag

Most who've seen Hudson's Tower of Shadow can think of at least one existing game or property to compare the Wii platformer to -- several have pointed out the similarities in mechanics and concept to Shadow Physics, and I like to think it's based on the concept of Peter Pan's untethered shadow, but the most common comparison is with Team Ico's games.

Some fans of Ico and Shadow of the Colossus appreciate the similar character and environment designs, but others like Eastern Mind took offense, calling out Hudson for its "brazen willingness to copy, paste and viciously manipulate the aesthetics from both Team Ico games in what has to do with distorted shadows, the boyish character, locations and above all, lighting and color."

When naming his inspiration for the game's art style, however, Tower of Shadow's chief designer Osamu Tsuchihashi's didn't bring up Team Ico's Fumito Ueda, instead acknowledging renowned filmmaker Hayao Miyazaki and his work with late 70s anime Future Boy Conan. He describes the show as his "all time favorite classic animation".

He also told Nintendo Power that his ideas for Tower of Shadow partly came from his memories of playing Shadow Tag:

"I was heading to work as usual when I passed by some kids playing in a park nearby my house. That’s when I stopped and pondered the many playground games I would have to teach my newborn baby. Just then, I remembered a game we used to play called Shadow Tag, where the goal was to step on the other kid’s shadow.

There was one rule where we weren’t allowed to hide within another shadow. The grassy lot where this game was usually conducted was bordered with shadows made by the buildings where we lived. In a way, this game is a recreation of my childhood memories."

[Via Nintendo DPad]

By Simon Carless

LittleBigColossus DLC Teased For Next Week

Continuing to tease fans with promises of Team Ico content for LittleBigPlanet, Media Molecule posted this sneak peak of its planned Shadow of the Colossus downloadable content releasing next week. Considering <a href="the artwork the studio released last Friday, it wouldn't be unreasonable to assume that the PS3 title will also receive Ico-themed content.

Team Ico-themed items and costumes seem like a given, but considering the effort Media Molecule has put into hyping the DLC's release, I wouldn't be surprised to see new levels in the pack, too!

[Via Offworld]

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