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Date: May 14, 2008

Artist: ???

Images added: 15

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Date: May 13, 2008

Sizes: Normal, Widescreen

Wallpapers added: 13

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Date: May 12, 2008

Artists: T.Masao, Shinkawa

Images added: 19

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Date: May 11, 2008

Artists: T.Masao, Shinkawa

Images added: 24

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Date: May 8, 2008

Artist: Shigenori Soejima

Images added: 22

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Date: May 7, 2008

Artist: Kosuke Fujishima

Images added: 28

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Date: May 6, 2008

Artist: Dociu & ArenaNet team

Images added: 32

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Date: May 5, 2008

Artist: Yusuke Kozaki

Images added: 26

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Date: May 4, 2008

Artist: Dociu & ArenaNet team

Images added: 32

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Date: May 2, 2008

Artist: Daigo Ikeno

Images added: 16

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Date: May 1, 2008

Artist: ???

Images added: 15

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Date: April 29, 2008

Artists: S.Bliss, A.Mcbain

Images added: 24

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Date: April 28, 2008

Artist: Dociu & ArenaNet team

Images added: 32

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Date: April 27, 2008

Artist: Dociu & ArenaNet team

Images added: 32

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Date: April 26, 2008

Artist: Steve Beran

Images added: 18

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Date: April 25, 2008

Artist: n/a

Images added: 32

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Hey, listen! Did you know?
CU has an artwork RSS Feed.
It gives you tips for every new
update here, and that means you don't
have to get them from me!
RSS
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Kitase calls FFVII remake a definite probability, hard to predict
May 2, 2008

The dream of a Final Fantasy VII remake has been kept alive by fans on both sides of the ocean for years, but what does the game's producer think of it all? In a recent interview, Yoshinori Kitase comments:

My feelings are that if a remake were to work well then all the core members of the original team must be reassembled, all the artists and designers.

The problem is that, although all of us have an idea of what a remake should be and how to do it, organizing such a thing right now is logistically very difficult. All the different members are now involved in very new, very large projects like Final Fantasy XIII and those projects are going to take a while.

Maybe, when all those games are finished then we can look at doing something like that.

Of course, that said we came up with the idea for Crisis Core in just two days. It was a case of ‘this is what we want to do, so let’s do it’. So, you can definitely expect the probability of something spontaneous happening at some point, but it’s hard to predict.
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Quoted from: Bit-Tech interviews Crisis Core producers
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Artist Daniel Dociu talks architecture in games
April 27, 2008

Of all the environment artists known in the gaming industry, I've not seen many that produce such imaginitive designs as Daniel Dociu, ArenaNet's Chief Art Director. He's likely best known for his highly detailed and often physics-defying environment and architecture designs in the Guild Wars series, which have been explored by millions of players.

BLDG Blog was also impressed by Daniel Dociu's work, and decided to ask the artist some questions about his work. Hit up the following interview for insight into architecture design, influences, process, and what it's like to work for ArenaNet.

Daniel Dociu interview at BLDG Blog
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Capcom reveals its Okami box art source, unintentionally
April 20, 2008

Capcom has a history of employing some fine artists in their games, but apparently that same level of quality doesn't quite carry over to their game cover designers. Those who picked up the Wii version of Okami this past week will notice something very noob about the cover. It has an ugly IGN watermark shooting out of Amaterasu's mouth! Courtesy of the NeoGAF forums:

Okami Wii box art cover with IGN watermark

The image lifted for the cover art comes from IGN's hi-res background illustration of the inside of the Water Dragon, as seen here. In other news, Capcom will likely have a new job opening available very soon.

Update: Want your Okami box art fixed? Capcom is eager to please! Just head over to their new art redemption web page for a choice between one of three free replacement designs.
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Text in all the wrong places
April 19, 2008

Dear makers of art books,

Most people buy art books because they admire the works contained within, not the text. Printing text ON TOP OF illustrations makes collectors scared to buy your future books, rawr!

NB - If any of the new Persona 3 artworks look odd in places, that was me editing out kanji that were printed over the character. The edits probably aren't too noticeable...except where I amputated Fuuka Yamagishi's hand. I was sick of edits at that point. ¬_¬
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Apparently a few people like Crisis Core, and materia
April 8, 2008

Classics age well with time. It's been more than eleven years since Final Fantasy VII was introduced to the world and it still draws crowds. Our Crisis Core art gallery has set a new record for most first-day visits for a CU gallery with 2,938 last Tuesday. It's also stolen the record for fastest game to appear in the top ten viewed list, making it in just 6 days. Quite impressive considering that list is based on data from the last 30 days.

While on the subject, I've been playing Crisis Core myself and it's rather addicting. I was skeptical at first after being disappointed by Dirge of Cerberus, but Crisis Core will quickly help you forget that. The game actually feels like the FFVII world, and there's a lot of tie-ins and familiar sights, enhanced by memorable music. The battle system can be comparable to Kingdom Hearts, and the game shines with quality right down to the menus. FMV scenes and even the in-game visuals rival many PS2 games,
and the voice acting is better than some of Square Enix's past attempts. If you're worried about getting your money's worth, rest assured this is a long game. Clearing it 100% can easily take 50+ hours, and there's plenty of replay value if you thirst for power. There's also a hard mode option that is actually hard, even for veteran gamers.

Yes, Crisis Core is another spin-off, but it's the first one done right. If you're a Final Fantasy VII hater, this probably still won't change that. However, if you're looking for a quality PSP game, there's few that deliver on the same level as Crisis Core. Oh, and to be fair, my complaints are issues with camera rotation and too frequent battles in places.
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