from: DM
History, traditional culture, and social standing were no longer the dominant forces in shaping young people’s lives. It was now about who could afford to buy a games consul and spend their money in gaming arcades. It was a revolutionary moment, unlike these ads for the likes of Nihon Bussan, Sega, and Capcom, which relied mainly on text, hot young women, muscled-up beefcake guys and dayglo bright colors to sell their shit.
Showing posts with label games. Show all posts
Showing posts with label games. Show all posts
BIG IN JAPAN: CHEESY VINTAGE ADS FOR ARCADE AND VIDEO GAMES FROM THE 1980S
Journey (2012 video game)
The only form of communication between the two is a musical chime. This chime also transforms dull, stiff pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The robed figure wears a trailing scarf, which when charged by approaching floating pieces of cloth, briefly allows the player to float through the air. The developers sought to evoke in the player a sense of smallness and wonder, and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story.
Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the greatest games of all time.
Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards.
A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released in August 2012. The game was also released for the PlayStation 4 in 2015.
Journey's story is told wordlessly through gameplay and using cutscenes. The player's character begins on a sand dune in a seemingly endless desert. In the far distance looms a large, foreboding mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones at which the traveler rests; these stones give the traveler the vision of meeting a larger, white-robed figure in a circular room, with art on the walls describing the rise and fall of the civilization mirroring the player's journey. The player must also contend with the ancient automatons left over from a war which ended the civilization, and which still roam the city looking for intruders.
The player continues to journey into the remains of a once sprawling city at the base of the mountain. Eventually making it safely to the mountain, the traveler begins to climb it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the PlayStation Network IDs of the other travelers who shared part of the trek.
Let's "Go!": Ancient Chinese Game Board 2
The "go" stones lore is just as sublime: the ancient Weiqi stones (shown on the left) are dating from Ming or Song dynasty (from the collection of the Russian Go and Strategy School)... some stones are easily carved from seashells (see right image)... also, historically, "go" stones do not necessarily have to be black or white, but may come in various colors
The following "go" artifact (displayed at Chiddingstone Castle, Kent) comes from the collections of Denys Bower - a beautiful lacquer Beckford Casket, 1635-1640. "The arched panel on the front contains a relief of a samurai, with a stave (noginata) and two swords, standing on a decorated goban (go-board)":
Cool Electronic Go Boards from the 1980's
Panasonic came up with the electronic goban setup back in 1982
For the connected age, there is a NetGoban company which can connect your board to a laptop for a hybrid classic/modern experience.
"Go" game is extremely popular today all over Asia; there is of course, an obligatory manga tie-in (see below) and many championships (some are performed with live players instead of stones)
Panasonic came up with the electronic goban setup back in 1982
"Go" game is extremely popular today all over Asia; there is of course, an obligatory manga tie-in (see below) and many championships (some are performed with live players instead of stones)
"In chess you start with everything you have on the board. In go you start from nothing and build." -- Tim Klinger
"The Room of Deep Contemplation"
Coming back to the traditional way of playing "go", the atmosphere and ambience is all-important; the strongest Go masters are playing their games in a specially designed rooms (sporting top-notch minimalist Japanese interiors, rock gardens and ikebana arrangements).
"The Room of Deep Contemplation"
Coming back to the traditional way of playing "go", the atmosphere and ambience is all-important; the strongest Go masters are playing their games in a specially designed rooms (sporting top-notch minimalist Japanese interiors, rock gardens and ikebana arrangements).
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