Dark Souls II

Dark Souls II

"First published in Japan in 2014 by Kadokawa Dwango Corporation."

Author: From Software

Publisher: Udon Entertainment

ISBN: 1927925568

Category: Computer adventure games

Page: 240

View: 458

Collects the artwork behind the game Dark Souls II, featuring armor and weapon designs, character concepts, creatures, locations, rough sketches, an exclusive interview with the game's creators, and more.
Categories: Computer adventure games

Dark Souls

Dark Souls

Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive ...

Author: From Software

Publisher: Udon Entertainment Corporation

ISBN: 1926778898

Category: Art

Page: 128

View: 942

"Showcasing the grim and chilling artwork behind the fan-favorite game, [this book] features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators"--Dust jacket back.
Categories: Art

Dark Souls III Design Works

Dark Souls III  Design Works

Collects the gritty and hair-raising artwork behind Dark Souls III, featuring armor and weapon designs, character concepts, enemies, bosses, environments, DLC artwork, and more!

Author: Various

Publisher: Udon Entertainment

ISBN: 177294064X

Category: Art

Page: 336

View: 811

Collecting the gritty and hair-raising artwork behind the critically-acclaimed DARK SOULS III in a prestigious hardcover tome. DARK SOULS III: DESIGN WORKS features armor and weapon designs, character concepts, enemies, bosses, environments, DLC artwork, and more!
Categories: Art

Story Mode

Story Mode

Oliver Cragg, “Why Dark Souls 3 Should Have an Easy Mode and the Problem with 'Playing to Win,'” International Business Times, April 12, ... Dark Souls: Design Works (Richmond Hill, Ontario: Udon Entertainment, 2014). 9. “Dark Souls II ...

Author: Ph. D Strunk

Publisher: Rowman & Littlefield

ISBN: 9781633886810

Category: Social Science

Page: 240

View: 392

Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.
Categories: Social Science

Dark Souls Beyond the Grave Volume 1

Dark Souls  Beyond the Grave   Volume 1

Demons Souls - Dark Souls - Dark Souls II Damien Mecheri, Sylvain Romieu. Books. and. Theses. ANONYMOUS. Dark Souls II Collector's Edition Guide. Hamburg: Future Press Verlag und Marketing, 2014. 464 p. ... Dark Souls Design Works.

Author: Damien Mecheri

Publisher: Third Editions

ISBN: 9782377840007

Category: Games & Activities

Page: 304

View: 232

Story of a saga video games... If the Dark Souls series managed to seduce players and journalists, it was mainly by word of mouth. It was such a great success that Dark Souls 2 was named “Game of the Year” 2014 by the vast majority of gaming magazines and websites. To date, this saga is one of the most important in the gaming industry. The odd thing is that these games are well known for their difficulty and their cryptic universe. This publication narrates the epic success story, but also describes its gameplay mechanics and its specific lore across more than 300 pages. Characters, plots and the scenario of the three Souls (Demon's Souls, Dark Souls and Dark Souls II) are deciphered by Damien Mecheri and Sylvain Romieu, who spent a long year studying these dense and enigmatic games down to the smallest detail. The serie Dark Souls and her spiritual father Demon's Souls will not have secrets for you anymore! EXTRACT In May 2014, Hidetaka Miyazaki succeeded Naotoshi Zin as president of FromSoftware, after the studio was purchased by Kadokawa Shoten. This was a highly significant promotion for the person who had led the company’s most successful project, Dark Souls. And yet, he did not lose from view what had attracted him to the field: an insatiable creative drive. In spite of his new status within the studio, one of the conditions he requested and was granted was to remain creative director of his new project: Bloodborne. This allowed him to successfully design this spiritual successor to the first Souls game, while also assuming his new responsibilities. Given his drive to work and create, it is not surprising how quickly Miyazaki moved up through the ranks. ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.
Categories: Games & Activities

Dark Souls Beyond the Grave Volume 2

Dark Souls  Beyond the Grave   Volume 2

Miyazaki was enamored by the Dark Souls video montages he had seen online: they were accompanied by a piece from the ... First, the music designers worked to define the game's “Victorian and Gothic” sound, while providing Miyazaki with ...

Author: Damien Mecheri

Publisher: Third Editions

ISBN: 9782377842339

Category: Games & Activities

Page: 360

View: 250

We thought we had gone through the topic in the first volume, those two games opened new pists of reflexions. The in-depth analysis of Hidetaka Miyazaki's Dark Souls saga continues with this volume 2, decoding the Bloodborne and Dark Souls III episodes. An indinspensale ebook for all the fans of the game Dark Souls ! EXTRACT The project, christened Project Beast, began soon after the Astorias of the Abyss DLC was released in August 2012. At the time, FromSoftware was also beginning to build Dark Souls II, its cash cow. Miyazaki kept his distance from this sequel, which was handed off to Tomohiro Shibuya and Yui Tanimura, with support from the FromSoftware president and creator of King’s Field, Naotoshi Zin, who supervised the game system. On his end, Hidetaka Miyazaki formed a trusted team of regular collaborators, such as lead programmer Jun Itô (who had already filled this role for Demon’s Souls and Dark Souls), composer and lead sound designer Tsukasa Saitô (Armored Core games), and most of his regular artists: Daisuke Satake, Masanori Waragai and Hiroshi Nakamura. The success of Demon’s Souls, and the even greater success of Dark Souls, allowed FromSoftware to grow its ranks significantly. In total, no fewer than fifty programmers participated in the project, along with around twenty game system designers and fifty people working on visual creation (animation, scenery, characters, etc.). Thanks to financial support from Sony, many Japanese, Chinese and Taiwanese studios were sub-contracted during the production to help with graphics and visuals. ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.
Categories: Games & Activities

Hybrid Play

Hybrid Play

Dark Souls shares enough DNA with it, including its third-person camera, combat mechanics, and director that an entire chapter could be written about the conceptual differences for the two. I hope to pursue this in future work.

Author: Adriana de Souza e Silva

Publisher: Routledge

ISBN: 9781000042351

Category: Games & Activities

Page: 266

View: 777

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
Categories: Games & Activities

Video Game Level Design

Video Game Level Design

This is level design working on a variety of levels, teaching the player but also giving them options. 6.3 Unravel, EA, 2016. ... An example of a puzzling transition in level design is the Earthen Peak to the Iron Keep in Dark Souls II.

Author: Michael Salmond

Publisher: Bloomsbury Publishing

ISBN: 9781350015739

Category: Games & Activities

Page: 192

View: 780

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Categories: Games & Activities

Death Culture Leisure

Death  Culture   Leisure

Mass effect 2: a case study in the design of game narrative, Bulletin of Science, Technology & Society, 32(5), ... Dark Souls II, Tokyo, Bandai Namco. ... The magic circle: game design principles and online role-play simulations.

Author: Matt Coward-Gibbs

Publisher: Emerald Group Publishing

ISBN: 9781839090394

Category: Social Science

Page: 232

View: 331

Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.
Categories: Social Science

Gate way 2

Gate way  2

Jake, along with the other Newborns learns of his death, rebirth, and the dangers of the "dark-souls" who prowl the outer streets at night. ... All Rights Reserved DW Publishing, a division fliga and Design Works, LLC.

Author: Joe Halpin Sr.

Publisher: IDW Publishing

ISBN: PKEY:DEC130468

Category: Comics & Graphic Novels

Page:

View: 463

Jake Ryan abandons the safety of Hope Town to explore the cold depths of the city proper. Will he adjust to the anarchic city of the dead? As he struggles to find the ghosts of his past, and confront old regrets, he will find that even in Purgatory some mistakes can follow you to the grave.
Categories: Comics & Graphic Novels