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Mosquiton 2145th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):Kinu Nishimura Appreciation Thread" , posted Fri 22 Apr 11:18
quote: I hereby request that we start a Kinu Nishimura thread. She has always been one of my art heroes. I love her work, but I know next to nothing about the legendary woman herself other than that she was quite respected and feared at Capcom.
Kinu is actually my favorite Capcom artist. It's hard for me to think of game characters as real people sometimes... I usually tend to think of them as icons or abstract concepts. But the expressiveness Nishimura puts in characters' faces (well, not just the faces) just really sells it for me. When I think of a character outside of playing a Capcom game, if she's drawn them I'm probably going to think of her illustrations. She even makes characters I hardly care about seem super cool.
Which is why her SNK character illustrations for CVS felt like a special present. I also loved her art in Cannon Spike. I would suggest to Capcom a Monster Hunter-like game called Alien Hunter, starring Simone (with or without the rollerblades).
Since Akiman has already been brought up, here's something strange I've noticed. Both he and Nishimura have a similar takes on half-naked battle princesses. I wonder if they sat down and talked about this one day?
"So, what do you think are the most important qualities for a fighting princess to exhibit?"
"Hmm... I would have to say long, blonde hair, and a state of dress close to total nudity. But I guess she does need some armor."
"Well, one should put some super-chunky armor pieces on her, for sure. Just don't cover up anything important."
/ / /
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nobinobita 1586th Post
Red Carpet V.I.P- Platinum Member
| "Re(3):Kinu Nishimura Appreciation Thread" , posted Fri 22 Apr 17:14:
quote: Great art selections, Mosquiton. On the subject of Kinu and Akiman, this reminds me: does anyone have some favorites among the myriad Capcom/SF artbooks over the years that feature their work?
I particularly remember a popular one from the mid 1990s that I foolishly never bought, featuring a huge collage of SF/Vampire/other characters on the front. Later, there was the All About Capcom one, a fairly huge recent one, and a number of others. With Kinu and SFV on the mind, I feel like now's the time to fill this gap in my collection: any thoughts?
Capcom Design Works is my art bible. If I had to pick just a single artbook to own, that would be it. It has a really great sampling of the best of Capcom's art from the 90s through the early 2000s. It was the first thing I ever ordered from Amazon Japan (along with Katsuya Terada's Monkey King and Kazuma Kaneko's MegaTen books--all worth their weight in gold!).
Here's a nice writeup on Capcom Design works: http://cdn.halcyonrealms.com/illustration/capcom-design-works-art-book/ If you do decide to order it, might as well do it through that website so they get a little kickback from the link.
If there is a series that you particularly like, I recommend you get the corresponding book for it to go alongside Capcom Design Works.
For instance, the Vampire/Darkstalkers book is excellent and full of awesome illustrations, mostly from Bengus: http://cdn.halcyonrealms.com/illustration/vampire-artworks-capcom-games-art-book-review/
If you love Kinu and Akiman then your best bet is the 25th Anniversary Art of Street Fighter book: http://www.parkablogs.com/content/book-review-sf25-art-of-street-fighter
Be careful not to confuse it with the previous, 20th Anniversary book, which has less content: http://cdn.halcyonrealms.com/illustration/the-art-of-street-fighter-street-fighter-artworks/
Akiman has some really great standalone books too. For instance this one is a collection of his more recent game illustrations, including stuff outside of Capcom: http://cdn.halcyonrealms.com/illustration/akimando-akira-yasuda-art-works-book-review/
Here's his Turn A Gundam book, full of beautiful impressionistic paintings: http://www.amazon.co.jp/%E5%AE%89%E7%94%B0%E6%9C%97-%E3%82%AC%E3%83%B3%E3%83%80%E3%83%A0%E3%83%87%E3%82%B6%E3%82%A4%E3%83%B3%E3%82%BA-%E5%AE%89%E7%94%B0-%E6%9C%97/dp/4048532936/ref=sr_1_1?s=books&ie=UTF8&qid=1461312664&sr=1-1&keywords=%E2%88%80%EF%BC%88%E3%82%BF%E3%83%BC%E3%83%B3%E3%82%A8%E3%83%BC%EF%BC%89%E3%82%AC%E3%83%B3%E3%83%80%E3%83%A0
He was a real innovator when it came to digital painting, and bringing a classical approach to comics/games/animation art in general.
Most of Capcom's artbooks are quite excellent with the exception of the Street Fighter vs Tekken book which has zero art from the luminaries, with the exception of the cover that Akiman phoned in.
If you find yourself split between the Japanese and US versions, I recommend you get the Japanese editions for their superior print quality. For some reason the US editions from Udon tend to be printed on paper that's either too thin like magazine stock or too thick with a weak spine so the pages fall out easily. They ARE in English though, so if you're a super fan (who can't read Japanese) get them both! :D
I wish Kinu would release a collection of her work. Same for Bengus and Ikeno. If anyone has any links to Kinu's self published works I would super duper appreciate that. My body and soul yearn with every fiber for those Kinu x Yusuke Murata books!
www.art-eater.com
[this message was edited by nobinobita on Fri 22 Apr 17:16] |
Iggy 10207th Post
Platinum Carpet V.I.P Requiem
| "Re(4):Kinu Nishimura Appreciation Thread" , posted Fri 22 Apr 19:47
I had forgotten how good her work on CvS was (especially compared to Shinkiro)(never been a fan of him). If Capcom is serious about monetizing SF5, they should have "have all the characters on the selection screen drawn by Akiman (500Y), Nishimura (500Y), etc". With the option to mix&match and have Chunli Akiman vs Nishimura Laura. Ikeno, Bengus, Shinkiro... They could make some good money while giving work to talented people AND celebrating their own legacy, something they're obviously trying to do with the Guile stage. I would love to see Edayan as well, but he's probably chained in a basement somewhere.
And the last one would be Hiroaki, it would be gorgeous, and the moment the option goes live the game server breaks and Capcom goes under.
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Neo0r0chiaku 168th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Regular Customer
| "Re(5):Kinu Nishimura Appreciation Thread" , posted Fri 22 Apr 20:54
quote: I had forgotten how good her work on CvS was (especially compared to Shinkiro)(never been a fan of him). If Capcom is serious about monetizing SF5, they should have "have all the characters on the selection screen drawn by Akiman (500Y), Nishimura (500Y), etc". With the option to mix&match and have Chunli Akiman vs Nishimura Laura. Ikeno, Bengus, Shinkiro... They could make some good money while giving work to talented people AND celebrating their own legacy, something they're obviously trying to do with the Guile stage. I would love to see Edayan as well, but he's probably chained in a basement somewhere.
And the last one would be Hiroaki, it would be gorgeous, and the moment the option goes live the game server breaks and Capcom goes under.
Did not realize he illustrated other Capcom games after I seen posts of his other work from the cafe members. His CVS illustrations are cool indeed.
quote: Here's a nice writeup on Capcom Design works: http://cdn.halcyonrealms.com/illustration/capcom-design-works-art-book/ If you do decide to order it, might as well do it through that website so they get a little kickback from the link.
That final fight one still amazes me.
Moving out of topic to Shinkiro and a question for the professor, does Shinkiro provide personal illustrations for those seeking art non-gaming wise? Say if a customer wanted Shinkiro to create a picture of his family or so?
Long Live I AM!
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chazumaru 1668th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(7):Kinu Nishimura Appreciation Thread" , posted Sat 23 Apr 12:39
quote:
Because nobody except a couple of die-hard would buy them? Ah, or do you mean because you would need to future-proof the concept because of the new characters constantly added to the game? Well, then... 100Y for a group of 5 characters by this artist, with possible overlap between different artists?
In your scenario, I assume everyone is paid in advance, at the very least via a minimum guarantee on DLC sales until some royalties system eventually kick in (but I don't think they'd even bother with that and simply ask for a flat fee). There are 22 characters to draw minimum. For practicality, let's assume Capcom suddenly gives up and stays at 22 max. That's still quite a hefty workload; hell, it might be more than what Akiman had to do for Star Ocean V.
Even at JPY100 for 5 characters, that's only JPY20 revenue/character/purchase for Kinu, and you have to assume neither Capcom, Dimps nor Sony nor Steam are taking any cut out of this purchase despite the additional costs of integrating and digitally distributing those drawings into the game. And no VAT.
I assume Capcom would want at the very least $40.000 revenue to justify this insane entreprise (and that's practically charity at this rate), which we can convert loosely for the sake of arguemathics into JPY4 Millions. So you'd need to sell 40.000 of those JPY100 DLCs to reach this revenue (again, with no cut for Sony or Steam, and no VAT).
A more realistic figure would be JPY1500 per artist pack, and you get all 22 characters. That raises the value of each illustration to roughly 50~60 yens + tax, everyone can realistically get a very small cut out of it. Still very risky for Capcom but not "sorryJimyouarefired" risky. It could be justified as a PR move or a driver for the digital store's activity.I assume the few people who'd give a damn about this DLC would be OK with that price. Wouldn't you?
----
I might be missing on some smartphone app collaboration but I believe Kinu's next game-related involvement will be in Culdcept Revolt this summer.
Même Narumi est épatée !
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nobinobita 1588th Post
Red Carpet V.I.P- Platinum Member
| "Re(7):Kinu Nishimura Appreciation Thread" , posted Mon 25 Apr 15:22:
quote: Great round-up, Nobi! Now I can get down to the business of acquisition.
Glad I could help!
quote: Anyone who disagrees with that probably plays IV.Heheheh. It's such the perfect cut-down (sorry, Ikeno). While in my mind even Kinu couldn't save SFIII's designs from themselves, her renditions are certainly the most appealing versions of that cast I've seen---I can still remember the exact expressions/poses on certain characters, despite not having seen them for years.
Your hatred of SFIII from an artistic standpoint is like a dagger through my heart lol!
Re: SFIV, keep in mind that Ikeno actually had some GREAT character designs lined up before they forced him to change things up for god knows what reasons. For instance, King Cobra looked GREAT.
I especially liked the version of him that looked like Kareem Abdul Jabbar in Game of Death.
http://www.noe-v.com/images/articles/representation/cobra_kareem.jpg
His NBA sized physique was so cool. Very unique for video games. I love his flamboyant fur lined boxing robes, combined with the hard as nails ball and chain belt. His face looks awesome too. And you can even see that there's something slightly off with his eyes, they're a bit too light because he was probably meant to be photosensitive like the character in Game of Death.
The version of him as a younger man was also awesome: http://1.bp.blogspot.com/-WRN2c0Z2h0U/VYKXRZSq4CI/AAAAAAAACH8/SdIs4jVCnq0/s1600/king%2Bcobra%2Bstreet%2Bfighter.jpg It would have been great to have a straightforwardly cool young black dude in a fighting game. This design would have made so many people happy.
Hell, even the version of him as a big fat dude with a spikey fro and gold chains was cool! A fresh take on a well worn stereotype. http://www.noe-v.com/images/articles/howtodraw/rufusconcept01.jpg
But instead we got Rufus. [url=http://www.noe-v.com/images/articles/cobra_rufus01.jpg ]http://www.noe-v.com/images/articles/cobra_rufus01.jpg I don't know what happened. Like, what kind of horrible feedback did they give Ikeno to turn a cool black dude who practices his own original form of martial arts into a disgusting fat white guy who wants to be Chinese? Did someone high up just really love Bob from Tekken? Did they see Bob's hamburger hat and say "yes, that's it!" And why did Rufus have to REPLACE King Cobra? Why not both characters?
Also, El Fuerte was SO MUCH COOLER when he was an stocky middle aged mexican man: http://36.media.tumblr.com/tumblr_lzwqq6kub61qfnmveo1_500.jpg
In any case, Daigo Ikeno is awesome and although I have no love for SFIV as a game, I do love the art he produced for it.
I don't understand how Capcom can still have artists like Ikeno, Bengus and Edayan on staff, but for SFV they decide to farm everything out to people who are accustomed to doing art outsourcing for FPS games. And I really don't understand why so much of the fan base is lapping it up.
www.art-eater.com
[this message was edited by nobinobita on Mon 25 Apr 15:25] |
Maou 3122th Post
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
Platinum Carpet V.I.P- Board Master
| "Re(8):Kinu Nishimura Appreciation Thread" , posted Mon 25 Apr 15:37:
God, that King Cobra transformation is the saddest thing I've ever seen. Only thinking about Kinu could make me feel good again after that! Speaking of which:
quote:
Your hatred of SFIII from an artistic standpoint is like a dagger through my heart lol!
Ha, never fear, our tastes are still closely aligned (and did you see Oju's stuff I e-mailed you?). And never fear, even if I hate nearly all of SFIII's character designs, I have such huge respect for the quality of the animation and the art itself that it evens out. Think of it in terms of Capcom's 90s Marvel games: I don't like superheroes at all, but they look magnificent there, the best they could possibly look. III characters done by Kinu are similar for me. The New Generation art is especially interesting.
Meanwhile, I'm carefully weighing whether the 120% markup rate on the 25th anniversary artbook is worth the trouble, or whether I'll feel like a sap when the 30th anniversary artbook comes out next year and is even bigger.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Mon 25 Apr 15:48] |
Mosquiton 2146th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):Kinu Nishimura Appreciation Thre" , posted Tue 26 Apr 04:52
quote: Her joyously vibrant style is a perfect match for Rockman and I know she's drawn him in various Capcom collages, but not sure about her actual involvement in various projects over the years. Inform me~
I guess I will have to double dip here. I'm surprised nobody has mentioned this given the huge amount of love on this board for JoJo and Dragon's Crown, but Dungeons & Dragons: Shadow over Mystara has some pretty cool art.
Welcome to the D&D World!
Cheers, the whole group is hanging out at the tavern. It's what adventurers do, after all.
It's Lucia and... Moriah. Absolutely no nuts and bolts concealed in her clothing. There may be a few gems, knives, and flaming oil bombs, though.
Also, the 2P design for the thief (Shannon) is hanging out to the left of the larger illustration.
One more thief, because she looks great.
I also like Mystara's wizard. A bit of arcane power in the hair.
/ / /
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nobinobita 1589th Post
Red Carpet V.I.P- Platinum Member
| "Re(2):Re(10):Kinu Nishimura Appreciation Thre" , posted Wed 27 Apr 00:57:
quote: Class of 2116, pay attention: people from the early XXIst century used to add emoticons and seemingly meaningless words such as "LOL" on the internet to send thinly veiled threats.Heheh, while I would probably need police protection if I went to Shoryuken.com while mentioning how I think SFIII is even less enjoyable than Virtua Fighter, I know I am safe with Nobi as long as I underline how 3S Chun-Li's 1000000 frames of animated perfection still make me want to play a game I don't like.
LOL
quote: D&D
Ah man always loved those games! I grew up playing D&D with my brothers. Capcom did such an amazing job translating the D&D experience to an arcade Beat em Up. I could go on and on bout the gameplay, but this is the Kinu thread so I'll focus on the art.
GODDAMN ITS SO GOOD.
Her take on each character class is so fresh and so iconic. That's the word I find myself using over and over again when describing what the legendary Capcom artists did best.
Like the Fighter. He's wearing lots of plate mail, but he doesn't look like a knight that belongs to a kingdom. He looks like an adventurer. The way his chunky armor hangs over his muscular frame is balanced so well. It looks so natural in Kinu's style. I think this design (and this game in general, but particularly this design) must have had a huge impact on the guys at Blizzard. Warcraft (Nov 1994) came out a year after Tower of Doom (1993). I mean Blizzard definitely primarily drew upon Games Workshop for inspiration, but my intuition tells me Capcom was a big influence too.
The Wizard is so flippin cool. A far cry from the usual awkward frail medieval nerd. This guy looks like he could have been in a 90s post-hardcore punk band. He still feels like a wizard though. His look of absolute seriousness tells you he's a very studious person.
And the Thief! Oh man, she was my favourite! Thieves are typically smarmy, raggedy men concealing knives. But Kinu's thief is an awesome, athletic dark skinned woman wileding a broad sword. She still looks like a thief though, in her iconic hood, thick utility belt and overall free spirited demeanor.
I think this may have been the first game I can recall where I liked using a girl character the best. As a kid I just didn't like using girly characters typically. The thief was just awesome. Not cos she was pretty or sexy (nothing wrong with those things), but cos she was COOL in the same way that all the guy characters I tended to like were cool (she was the closest thing the game had to a ninja).
Kinu made a spiritual successor to her in Code of Princess, in the thief character Ali Baba.
That game had a great cast too! And a great sense of humour! It's a shame that so many people in the US are so quick to call it sexist, cos it very much feels like a game made from a more female perspective. Like Master T Drakkhen isn't obviously sexualized at first glance, but somehow I get the feeling he is touching on Kinu's personal fetishes (strong older brother kungfu fighting bondage man)
If that game had better in-game graphics that actually looked like Kinu's art, it would probably be one of my favourites.
edit: According to Wikipedia, Kinu actually wrote the story to Code of Princess! I can't read Japanese, so I can't really verify this, but playing the game I really did get the sense that a woman must have written it cos the women actually feel like women while the men did not feel like characters that a dude would come up with (in a good way though).
www.art-eater.com
[this message was edited by nobinobita on Wed 27 Apr 01:08] |
Mosquiton 2158th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):Kinu card battle" , posted Thu 12 May 03:27:
quote: Here is the link to the Culdcept Direct. Not much said about Kinu but you see a lot of her designs (featuring a sorceress with Kinu-worthy cleavage and a lovable putz named Zonks), and they have increased their efforts on the contents of the scenario / single player part so players will actually have a decent motivation to see them in-game.
It's impossible to ignore the cleavage, but the color-scheme and face are also quite lovely, in my opinion.
EDIT: Not directly Kinu related, but I see they're adding a card upgrade mechanic as well (seemingly limited to specific "breed" cards), possible microtransactions for customization items via "net shop," and a different way obtain cards to opening "packs." Not completely unexpected, and the series really did need to do something about the way cards were obtained (or not) since it was previously impossible to obtain certain cards without grinding long matches on particular stages. I'm personally hoping for a way to "recycle" cards you don't need, as well.
The game looks pretty good so far, it feels like they're putting a lot of effort into the production overall.
/ / /
[this message was edited by Mosquiton on Thu 12 May 04:14] |
| "Re(2):Captain Kinu" , posted Tue 5 Sep 09:07
quote: What is that naked-ninja??
Wizardry.
quote: The Ninja can best be described as a class that blends some aspects of the Fighter and Thief classes, but the truth is that the Ninja is a class that significantly differs from either. As a Fighter, a Ninja has a wide choice of weaponry and armor to choose, although because of the unique skills of the Ninja, the use of such is rarely recommended. As the Thief, the Ninja usually has access to lock-picking and trap defusing, but their chances of success are much lower than a pure Thief.However, the unique skills of Ninja tend to over-compensate for the losses acquired by being a "hybrid" class. First of all, the Ninja gains a level reduction of Armor Class when the Ninja wears no armor; while at first this grants the Ninja AC roughly similar to that of a Mage or Priest, eventually they surpass high-AC characters such as the Fighter or the Lord. Second of all, and much as Samurai do, the Ninja may instantly slay an enemy target with a critical hit. The high chance of critical hits dealt by Ninja make the class a highly sought one, despite the usually difficult requirements.
Même Narumi est épatée !
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| "Re(4):Captain Kinu" , posted Wed 6 Sep 02:08
quote: If that's what Wizardry is like I may need to start playing Wizardry.
Wizardry: Tale of the Forsaken Land is INCREDIBLY GOOD.
And not just cos of the world class Katsuya Terada art, everything about it is great. The atmosphere, the gameplay (where your squad formation really matters!), the story, the characters. It's a super cool game.
Fun fact: According to Katsuya Terada, when they hired him as the main illustrator, he pretty much had carte blanche to design the characters and world as he pleased. He actually designed the characters first, then they came up with their backstories and the game plot around them. This was a really unique approach that paid off. The mature, creative, idiosyncratic feel of his illustrations trickles down into every aspect of the game. The tone of the game is closer to something like Guin Saga or Howard's Conan stories than a typical RPG. I think this game will be deeply appreciated by a lot of folks at the Cafe!
If this cover fills you with wanderlust, then this is the game for you!
www.art-eater.com
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| "Re(5):Captain Kinu" , posted Wed 6 Sep 02:17:
quote: If that's what Wizardry is like I may need to start playing Wizardry.
Wizardry: Tale of the Forsaken Land is INCREDIBLY GOOD.
And not just cos of the world class Katsuya Terada art, everything about it is great. The atmosphere, the gameplay (where your squad formation really matters!), the story, the characters. It's a super cool game.
Fun fact: According to Katsuya Terada, when they hired him as the main illustrator, he pretty much had carte blanche to design the characters and world as he pleased. He actually designed the characters first, then they came up with their backstories and the game plot around them. This was a really unique approach that paid off. The mature, creative, idiosyncratic feel of his illustrations trickles down into every aspect of the game. The tone of the game is closer to something like Guin Saga or Howard's Conan stories than a typical RPG. I think this game will be deeply appreciated by a lot of folks at the Cafe!
If this cover fills you with wanderlust, then this is the game for you!
This game is also filled with team combination attacks and complex maps with teleports, pits, and one-way doors. And an orc named Pei-Pei. So yeah, I would highly recommend it to persons of taste.
HOWEVER, I think this illustration may be specifically for Wizardry Online. The characters don't look familiar and to my knowledge there's no Vorpal Bunny (see top right corner) in Tales of the Forsaken Land.
EDIT: Also, about that Tactics Ogre illustration, there's no way she didn't play that game considering how many subtle references to the actual gameplay are in there. It's like the highest possible quality fan art. So awesome.
The only other possibility is that she collaborated extensively with someone intimately familiar with the game, but I really have to imagine it's all her. Kinu is the coolest.
/ / /
[this message was edited by Mosquiton on Wed 6 Sep 02:26] |
| "Re(3):Captain Kinu" , posted Wed 6 Sep 16:01:
quote: What is that naked-ninja??
Wizardry. First of all, the Ninja gains a level reduction of Armor Class when the Ninja wears no armor; while at first this grants the Ninja AC roughly similar to that of a Mage or Priest, eventually they surpass high-AC characters such as the Fighter or the Lord. Second of all, and much as Samurai do, the Ninja may instantly slay an enemy target with a critical hit. The high chance of critical hits dealt by Ninja make the class a highly sought one, despite the usually difficult requirements.
In a nutshell: Back in the original Wizardly game (and probably later titles too), the Ninja oddly enough became stronger when they were naked, no equip. Armor Class (AC) determines the character's defense(evasion) in Wizardry and it's better when it's lower. The Ninja's AC would eventually fall beyond zero when they were butt naked, and they'd become masters at dodging attacks.
Ergo, searching for "Ninja" "Wizardry" on Pixiv would result with a handful of naked Ninja fanart.
Trivia: Most Japanese players know Wizardry from the Famicom release, but ironically after three decades it was discovered that its AC calculation was actually bugged and lowering it did nothing: the game was looking at the enemy's AC and using them on player characters.
To this day, I still don't know how the Ninja can "slash off the neck" from a slime.
[this message was edited by Professor on Wed 6 Sep 16:11] |
| "Re(4):Captain Kinu" , posted Thu 7 Sep 08:26:
quote: What is that naked-ninja??
Wizardry. First of all, the Ninja gains a level reduction of Armor Class when the Ninja wears no armor; while at first this grants the Ninja AC roughly similar to that of a Mage or Priest, eventually they surpass high-AC characters such as the Fighter or the Lord. Second of all, and much as Samurai do, the Ninja may instantly slay an enemy target with a critical hit. The high chance of critical hits dealt by Ninja make the class a highly sought one, despite the usually difficult requirements.
In a nutshell: Back in the original Wizardly game (and probably later titles too), the Ninja oddly enough became stronger when they were naked, no equip. Armor Class (AC) determines the character's defense(evasion) in Wizardry and it's better when it's lower. The Ninja's AC would eventually fall beyond zero when they were butt naked, and they'd become masters at dodging attacks.
Ergo, searching for "Ninja" "Wizardry" on Pixiv would result with a handful of naked Ninja fanart.
Trivia: Most Japanese players know Wizardry from the Famicom release, but ironically after three decades it was discovered that its AC calculation was actually bugged and lowering it did nothing: the game was looking at the enemy's AC and using them on player characters.
To this day, I still don't know how the Ninja can "slash
-- Message too long, Autoquote has been Snipped --
Prof, thank you for your illuminating explanation. It seems that clothes can only encumber a perfect instrument of death.
One other comment on Kinu, I guess the illustrations were for a nostalgia column actually written by Kinu about some of her favorite games. Apparently she has excellent taste in games as well as being a fantastically talented artist.
I also happened to stumble upon this unreleased Capcom arcade game she had worked on called War of the Grail. Kind of a Musou/Warriors or Kingdom Under Fire vibe. Pallas Athena looks a little something like the lead in Code of Princess... and some other familiar Kinu design motifs as well.
Like Capcom Fighting All-Stars, I'll just have to hope that a build will leak some day.
/ / /
[this message was edited by Mosquiton on Thu 7 Sep 08:27] |
| "Re(3):Kinu kinu kinu" , posted Tue 26 Feb 09:43
quote: You see, threads like this are why I have always loved this site. Kinu Nishimura has always been my favorite Capcom artist. I even did an article on some of her work before, but I always felt I cannot do her work justice.
Kinu really brings the personality, she's my personal favorite as well. Where was your article published?
quote:
You made me remember to reply to this thread, at last I got Culdcept Revolt, but it sits on my backlog pile of games, I'm scheduling it for this summer.
Rest easy, you have done your part. The game is not exactly something one can easily dip into, as individual matches are long and it takes a lot of hours to unlock all the cards (there are different "blocks" that are tied to story progression... and that means winning a whole lot of matches.
If you're a Culdcept Fan, though, this is probably the best and most balanced it's ever been.
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PSN: BADCP XBL: BADCP Wii: BADCP STM: badcp2016 CFN: BADCP2016
New Customer | "Re(3):Kinu kinu kinu" , posted Tue 26 Feb 11:04
quote: You made me remember to reply to this thread, at last I got Culdcept Revolt, but it sits on my backlog pile of games, I'm scheduling it for this summer.
(I don't know, it feel so wrong to have to schedule when to play games, but I can't do much about it)
Whoa, wait, you schedule when you play games? I thought I was the only one who does that! Actually, nobody understands it, but with as much as there is to play, and with so little time in a day, I actually group what I play by hardware (CPS-II, Neo-Geo, etc.) or engine (UE4, Forge, etc.). There are so many reasons to do so, but I'll wait for your reply...
LOVE SNK, BTW. We should play Metal Slug Attack together!
R.I.P. Gouki's Page of Whatever
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PSN: BADCP XBL: BADCP Wii: BADCP STM: badcp2016 CFN: BADCP2016
New Customer | "Re(4):Kinu kinu kinu" , posted Tue 26 Feb 11:17
quote: Kinu really brings the personality, she's my personal favorite as well. Where was your article published?
It's on my 2013 BADCP site "Loyal To A Fault", and the article is called "Reverb". You can find it in the "List" section with an article description. The portal to get to it all is easily found through a web search for BADCP. I definitely don't want to break any rules on links or anything like that, so I'll leave it at that, hahaha...
I wrote about the Street Fighter II Turbo - Hyper Fighitng art, which is the first of her works I had ever seen and still love. The information in the official artbooks I have seemed to imply that both Nishimura and Bengus did the art I featured together. I have heard through some channels that he came in halfway through or something like that to "help", so to make sure credit was given where credit was due, I mentioned him, as well. The article was due and I had sat on it long enough, so I decided to credit them both! Had to get that love out!
R.I.P. Gouki's Page of Whatever
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| "Re(4):Kinu kinu kinu" , posted Wed 27 Feb 04:22
quote: Whoa, wait, you schedule when you play games? I thought I was the only one who does that! Actually, nobody understands it, but with as much as there is to play, and with so little time in a day, I actually group what I play by hardware (CPS-II, Neo-Geo, etc.) or engine (UE4, Forge, etc.). There are so many reasons to do so, but I'll wait for your reply...
My reason is a boring one, the usual "I work a full time job" and I have only max 2 hours during the week to play, some more during the weekends, and a pile of new games and old games I never played that I bought when the corresponding systems were already dead. Coupled with the fact that more than half of these games lasts for more than 60+ hours (I'm looking at you Banpresto/Bandai Namco's SRW series), it doens't make it easy to cut down the backlog. I wrote a simple "priority" list, and try to alternate long games to short games, and possibly also genres.
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PSN: ShikyohMukuro XBL: IAMDC1 Wii: n/a STM: N/A CFN: n/a
| "Re(5):Kinu kinu kinu" , posted Wed 27 Feb 04:54
quote: Whoa, wait, you schedule when you play games? I thought I was the only one who does that! Actually, nobody understands it, but with as much as there is to play, and with so little time in a day, I actually group what I play by hardware (CPS-II, Neo-Geo, etc.) or engine (UE4, Forge, etc.). There are so many reasons to do so, but I'll wait for your reply...
My reason is a boring one, the usual "I work a full time job" and I have only max 2 hours during the week to play, some more during the weekends, and a pile of new games and old games I never played that I bought when the corresponding systems were already dead. Coupled with the fact that more than half of these games lasts for more than 60+ hours (I'm looking at you Banpresto/Bandai Namco's SRW series), it doens't make it easy to cut down the backlog. I wrote a simple "priority" list, and try to alternate long games to short games, and possibly also genres.
You not lying! Same here. It's gotten to point where I just want to see play through with no commentary of the long games on YouTube (thanks Survival Horror Network). Or even just play the game for one night until morning and done!
Long Live I AM!
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| "Kinu Revolt" , posted Mon 19 Aug 06:05
So, I finally managed to play Culdcept Revolt as planned, I completed the main story quest (when I thought I had finished more quests were added, and then more, and more, and more!).
I completed the main story quest in 82 hours, much more than I expected, and I have still something like other 70 challenge quests to do, plenty of content. This is my first game in the series, overall I liked it, at the start I had some sort of PTSD, it remembered me too much the Command Board minigame from Kingdom Hearts Birth By Sleep, but now much more complex and even more luck based. Sometimes the CPU seems to be able to roll exactly what it needs, sometimes you roll one 1 after another meanwhile the others do full laps of the board, sometimes 2 opposing CPU screw you by avoiding each other and concentrate only on you, sometimes your allied CPU does suicide attacks at the last round just before you were winning throwing away the game, but in the end after I started to have more card options and started to make better decks, the game become much more enjoyable.
What I didnt appreciate about the game: - the UI is bad, I need information while I play, seeing a resume at the end of a match with all the stats I wanted during play is not good. I don't want to scroll all the map to look and search or count something. Controls aren't much better, but they could have been way worse.
- Kinu artworks are really beautiful but only relegated to character portraits, making it difficult to appreciate full design that went in each of them (I mean, the game doesn't make justice to Hypna at all, we see barely anything). The game could use an art gallery to be unlocked / filled, also if 3DS resolution is so low.
In conclusion, I enjoyed the game, still don't know if I have the patience to do also all the challenges, and I still miss some cards in the album. (Akiman is listed in the credits, but I saw only 1 card drawn by him, aren't there others?)
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| "Re(1):Kinu Revolt" , posted Tue 20 Aug 03:03
quote: So, I finally managed to play Culdcept Revolt as planned, I completed the main story quest (when I thought I had finished more quests were added, and then more, and more, and more!).
I completed the main story quest in 82 hours, much more than I expected, and I have still something like other 70 challenge quests to do, plenty of content. This is my first game in the series, overall I liked it.... in the end after I started to have more card options and started to make better decks, the game become much more enjoyable.
There really is kind of an obscene amount of content, and so much is unlocked after finishing the main game. I'm a huge fan of the series, but I have already played so much of the past games that I couldn't bring myself to clean my plate here, so to speak.
The UI is a little awkward, as you mentioned, but the game does at least let you check how many lands of each type each player controls. but Culdcept has always kind of been a game where mentally tracking the information is a big part of the challenge (e.g., you can see everyone's hands as they play).
Still, they've streamlined the design in a lot of ways. It's way more user-friendly than it has been in the past, but it does feel like they could do a little more to present information clearly. They could probably use some dynamic text for some of the cards with variable values, for example.
quote:
Kinu artworks are really beautiful but only relegated to character portraits, making it difficult to appreciate full design that went in each of them (I mean, the game doesn't make justice to Hypna at all, we see barely anything). The game could use an art gallery to be unlocked / filled, also if 3DS resolution is so low.
Yeah, I wish Kinu had done a few cards as well. Speaking of seeing more of Hypna, I guess it's true that if you didn't look at the art book, you wouldn't know that her cape scandalously stops about halfway down her ass cheeks. Kinu leaves a note for the cape that reads "Almost covers it, but for some reason doesn't quite make it." I imagine the reason is that they wanted to give their super-complicated card game some straightforward sex appeal.
quote:
In conclusion, I enjoyed the game, still don't know if I have the patience to do also all the challenges, and I still miss some cards in the album. (Akiman is listed in the credits, but I saw only 1 card drawn by him, aren't there others?)
IIRC the only card Akiman illustrated is "Sword Princess," which is originally featured in Culdcept Saga. There is some great art in here, though. Terada has illustrated multiple cards for the series. I think I'd linked a few of my favorites in another post years back.
Anyway, glad you liked the game. The collectors editions have been selling for super-cheap in NA, so I hope more people get to try it. I wonder how the game did commercially? I always get the feeling when I'm playing a new Culdcept title that it could be the last game in the series.
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| "Re(2):Kinu Revolt" , posted Tue 20 Aug 03:33
quote:
Still, they've streamlined the design in a lot of ways. It's way more user-friendly than it has been in the past, but it does feel like they could do a little more to present information clearly. They could probably use some dynamic text for some of the cards with variable values, for example.
I don't know if I have the stomach to check how bad it was in previous iterations. About the dynamic text I'm not sure what you are suggesting, something to avoid pressing that R button to cycle between 3 or 4 different screens about a single card info like it is now?
quote: IIRC the only card Akiman illustrated is "Sword Princess," which is originally featured in Culdcept Saga. There is some great art in here, though. Terada has illustrated multiple cards for the series. I think I'd linked a few of my favorites in another post years back.
Yes, that's the one, the Sword Princess. I checked earlier posts yesterday before posting my "review"!
quote: The collectors editions have been selling for super-cheap in NA
I'm in EU and thanks to the magic of the fabulous Region Lock I had to get a plain version, and import from Germany through Amazon as here it was practically impossible to find. I don't know even if we had at all a Collectors Edition here in EU.
In EU I think it didn't sold very much, and probably very few know that this game exists.
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