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		<title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director - Kotaku Comments]]></title>
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			<title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director - Kotaku Comments]]></title>
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	    	<lastBuildDate><![CDATA[Wed, 26 Dec 2007 13:51:53 MST]]></lastBuildDate>
	    	<pubDate><![CDATA[Wed, 26 Dec 2007 13:51:53 MST]]></pubDate>
		<link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php]]></link>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3455811]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3262278">EdwinJ85</a>:</p>
<p>you're talking about 1 of the 1000s of video games that came out this year.</p> <p>LLamaStar</p>]]></description>
			<dc:creator><![CDATA[LLamaStar]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 26 Dec 2007 13:51:53 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3286162]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3258679">fuchikoma</a>: <br>
Wip3out was the first game that stood out to me, in terms of art direction and game design being almost exclusively dependent on each other. Everything from the minimal HUD, the music, and track design was so meticulously crafted.</p> <p><a href="http://www.reflective.net">Karoshi</a></p>]]></description>
			<dc:creator><![CDATA[Karoshi]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 11 Dec 2007 18:19:11 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3282757]]></link>
										
		    <description><![CDATA[<p>There will always be exceptions to the rule - but for the most part I wholeheartedly agree.</p> <p><a href="http://markosullivan.ca">navvywavvy</a></p>]]></description>
			<dc:creator><![CDATA[navvywavvy]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 11 Dec 2007 14:55:36 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3270962]]></link>
										
		    <description><![CDATA[<p>I love Gears of War's art direction.  But is it original?  No not really at all.  It's a fairly standard grimy post-apocalyptic world.</p> <p>Reneg</p>]]></description>
			<dc:creator><![CDATA[Reneg]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 23:09:19 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3266707]]></link>
										
		    <description><![CDATA[<P>@<A href="#c3264087">humperdinck</A>: <BR/>
I agree. HL2 looks GOOD, but mostly is just realism with a measured degree of decay.</P>
<P>...I'll compliment them though on the guts it takes these days to rely on wooden crates and exploding barrels. They're fun, but there's such a backlash against them. Valve seems to take pride in the crates even.</P> <p>fuchikoma</p>]]></description>
			<dc:creator><![CDATA[fuchikoma]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 15:50:31 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3264087]]></link>
										
		    <description><![CDATA[<p>"For every Half-Life 2 there's a hundred games like Gears of War, whose only claim to originality or uniqueness in their visual design is...well, they don't really have one."</p>
<p>I think you got this backasswards.</p> <p><a href="http://digitalbasement.blogspot.com/">humperdinck</a></p>]]></description>
			<dc:creator><![CDATA[humperdinck]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 13:46:54 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3264034]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3255764">justhesh</a>: Good call. Creepy, unique - GOTY, IMHO..</p> <p>Iocarios</p>]]></description>
			<dc:creator><![CDATA[Iocarios]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 13:44:17 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3262278]]></link>
										
		    <description><![CDATA[<P>I take it he hasn't played Bioshock then?</P> <p>EdwinJ85</p>]]></description>
			<dc:creator><![CDATA[EdwinJ85]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 12:24:59 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3261517]]></link>
										
		    <description><![CDATA[<p>Commerce &gt; pure art</p>
<p>When consumers put their dollars to something that is truly unique instead of letting the game (and game studio) die because it didn't make nearly as much as Madden (Okami, Shadow of the Colussus..and on and on) then we will start seeing a shift for more varied art styles and experiences.</p>
<p>It's like giving an artist a blank canvas and only paying enough for his next meal and rent if the people down at the pub likes his artwork. What do you think he's going to make?</p>
<p>Hopefully with the democratization of art tools and the opening of channels for future games (indie, etc) we can start seeing more and more of this.</p> <p>JohnnyLA</p>]]></description>
			<dc:creator><![CDATA[JohnnyLA]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:52:42 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3261461]]></link>
										
		    <description><![CDATA[<p>games artists and designers need to get out of their late '90's sci fi rut.. i'm sick of heavily armoured space marines.</p> <p>gique</p>]]></description>
			<dc:creator><![CDATA[gique]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:50:50 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3261290]]></link>
										
		    <description><![CDATA[<p>Want to know why dev make things that look exactly like everything else?  Two words: Wind Waker</p> <p>smitty1123</p>]]></description>
			<dc:creator><![CDATA[smitty1123]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:43:47 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3260836]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3258679">fuchikoma</a>: w0rd. those games had pretty great, unique art direction.</p>
<p>but ya know..the vast majority of games just don't.</p> <p>djcoffee</p>]]></description>
			<dc:creator><![CDATA[djcoffee]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:23:27 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3260769]]></link>
										
		    <description><![CDATA[<p>if art isn't serving gameplay, it should serve marketing. and in marketing, the name of the game is to be obviously fresh yet instantly recognizable within 5 minutes or less. and to this end, TF2 succeeds beyond most FPSs.</p>
<p>copying the same old gritty cyber punk style is a waste of time. it's not particularly good for gameplay (maybe even bad, since it's hard to see stuff when everything is covered in debris), and it doesn't immediately stand out. any smart studio will learn from TF2 and employ a unique art style that serves gameplay well.</p>
<p>yes, Gears had some pretty cool stuff - but you really had to play the game to appreciate it (i'm just assuming the cool stuff's there - i haven't played the game much). but if you're playing the game, then you're beyond the marketing already. point is, most ppl who see Gears just briefly see the same old derivative art style. yet these are the eyes the game's art should be marketing to, and it fails. i played the game for about 30min, and i still didn't see anything unique - it failed as a marketing device.</p>
<p>Mass Effect fails as well in this respect. when the average person sees the trailer or gameplay vids, they basically see, "evil aliens want to take over the universe, you have to save it by blowing shit up in space." absolute failure. it does not communicate the depth of the story (again, i'm just assuming the story actually has more depth than that..i dunno).</p> <p>djcoffee</p>]]></description>
			<dc:creator><![CDATA[djcoffee]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:20:20 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I think Gears had pretty damn good art direction, especially with the landscapes in the cave levels.</p>
<p>Also, I can think of several games with fantastic art direction that came out in the last few years-- FFXII's environmental design was probably my favorite thing about the game.</p> <p>SpaceWhale</p>]]></description>
			<dc:creator><![CDATA[SpaceWhale]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:17:09 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3260486]]></link>
										
		    <description><![CDATA[<P>Chalk me up as yet another person who liked the art direction in GoW. I thought the environments and character/weapon design were beautifully done. I really got the sense that the world had just come to an abrupt and violent stop 14 years ago. (I like post-apocalyptic films and books though, so I might be biased.)</P>
<P>Also for people complaining about the color palette in Gears - switch to <A href="http://www.gamersyde.com/news_3781_en.html">"vivid"</A> in the options and things will get a lot prettier.</P> <p>luxarific</p>]]></description>
			<dc:creator><![CDATA[luxarific]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 11:07:11 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3259929]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3258679">fuchikoma</a>: Small droplets in the ocean...</p> <p>NumberONE</p>]]></description>
			<dc:creator><![CDATA[NumberONE]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 10:38:45 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3259050">EnigmaNemesis</a>: Star Wars is crap. Nah nah. :D</p> <p><a href="http://terohuttunen.com/">ara</a></p>]]></description>
			<dc:creator><![CDATA[ara]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 10:14:56 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Gears of War's art direction was uncommonly evocative and moody.  That melancholy feel of crumbling majesty that they were going for was perfectly conveyed and delivered with a consistency that few games can match.  Even if the world just "wasn't your kinda thing", you have no business judging art direction if you cannot see that Gears was much more than a typical broken concrete environment.</p>
<p>And Half Life 2's art direction was so good at recreating a dreary grey boring world that I nearly stopped playing it after the first few levels.  Great work, guys.</p> <p>kev007</p>]]></description>
			<dc:creator><![CDATA[kev007]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 10:08:55 MST]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3259227]]></link>
										
		    <description><![CDATA[<p>I definitely agree with this. Epic is the guiltiest studio, I think, between Gears and UT, their games look like they were designed by a 14 year old wrestler. But they aren't the only company with a severe artistic impairment. The vast majority of fantasy games look virtually identical to each other. There are a handful of games that are truly both unique and interesting, but the majority are awful.</p> <p>etho</p>]]></description>
			<dc:creator><![CDATA[etho]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 10:04:57 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3259050]]></link>
										
		    <description><![CDATA[<p>Please tell me he did not just bash Star Wars!</p>
<p>*BLOOOOOOD*</p> <p><a href="http://">EnigmaNemesis</a></p>]]></description>
			<dc:creator><![CDATA[EnigmaNemesis]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:55:17 MST]]></pubDate>
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		    <description><![CDATA[<p>Eh, this is way too true.  (Though I'm pretty sure I'm not the only game artists who actually thought Gears had a few interesting aesthetics going on, including a few fantastically concepted backdrops.  Though most of the characters and backdrops were kinda plain ol' FPS.)  And to be honest I think the modern problem is mostly because of this 'next gen' frat bocrap.  From an artistic standpoint, it's a little bit like a lot of crappy Summer blockbuster movies; audiences are so enamored with special effects that game studios nowadays are more focused on pushing crazy ass polycounts and bloom lighting than actually having cohesive, visually pleasing art direction.</p>
<p>That's the thing, making a good looking game is honestly only like 5% based on actual graphical capabilities of a system.  Shadows of the Colossus and Final Fantasy XII still are loads more pleasant to look at than 90% of the next gen games we have out now thanks to sheer artistic skill.</p>
<p>Think that's something only artists think?  Seriously, get a non-gamer in to compare your next-gen Medal of Honor to Shadow of the Colossus.  Is your mom gonna like the realistic, fairly smooth, straight up WW2 soldier, or this fantastically portrayed, living, breathing mountain that's slightly more jaggy (but only if you're ridiculous enough to look that close.)</p>
<p>The only demographic that really cares about system specs and HDR lighting over games just plain looking good from good artistic skill is the 'hardcore' gamer set.</p>
<p>...Now who in their right mind decided to call a bunch of losers that refuse to play more than one or two genres of super-masculine-only game 'hardcore?'</p> <p>P-Flute</p>]]></description>
			<dc:creator><![CDATA[P-Flute]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:41:03 MST]]></pubDate>
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		    <description><![CDATA[<P>Fallout<BR/>
Wip3out<BR/>
Doom<BR/>
Eve Online<BR/>
Ragnarok Online<BR/>
Jet Set Radio<BR/>
Puyo Puyo<BR/>
Burnout 3: Takedown<BR/>
Guilty Gear X<BR/>
Dead or Alive 2+<BR/>
Tenchu: Stealth Assassins<BR/>
Okami<BR/>
Echochrome<BR/>
No More Heroes<BR/>
Super Mario Galaxy<BR/>
even Portal with its sterile concrete test rooms betraying dirty exposed machinery behind the scenes...</P>
<P>It's there if you look for it. Just don't be shocked if you don't find it in American FPSes... I'd even heard Gears did it pretty well in terms of architecture and such, I guess it depends what you're going for.</P> <p>fuchikoma</p>]]></description>
			<dc:creator><![CDATA[fuchikoma]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:35:49 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Most gamers, and let me assume that it could be as much as 80% of
them, dont know the first thing about art direction and what the term
means. Just like most movie goers dont know what a director of
photography does. This Moby dude wants people to hopefully wake up
while the market has been telling us that they wont for pretty much the
last 15 years.</p> <p>NumberONE</p>]]></description>
			<dc:creator><![CDATA[NumberONE]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:16:33 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3258217]]></link>
										
		    <description><![CDATA[<p>As far as good art direction with realism goes, Stranglehold is a great example</p> <p>RobTheBuilder</p>]]></description>
			<dc:creator><![CDATA[RobTheBuilder]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:10:12 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255741">tuteja1986</a>: In A.D. 2101 war was beginning...</p>
<p>Sorry, couldn't resist. :)</p> <p>Doomstalk</p>]]></description>
			<dc:creator><![CDATA[Doomstalk]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:07:09 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>I feel this way about the narrative we gamers are presented with. Not to say that there aren't some amazing and worthwhile narratives, but it's just that there's so little out there that's worth it. Even Chrono Trigger, a game I respect greatly for a compelling and interesting story, tells their story extremely poorly when compared to any other sort of medium, really.</P>
<P>As for art direction, I agree as well, but I'm willing to cut a little bit more slack. Someone very early in the thread mentioned Okami, and I think that's a great example of what we can see now that we've moved out of sprite animation and out of early 3-D. I thought Viewtiful Joe (also Capcom, go figure) was a great landmark for visual style and flair in games.</P>
<P>Actually, the hell with it - come to think of it, Capcom has pretty much the best art design teams in the industry today. And that includes Squeenix (who kind of comes off as a one trick pony sometimes).</P> <p>Tonx</p>]]></description>
			<dc:creator><![CDATA[Tonx]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 09:04:38 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3257432">nemyhlovecraft</a>: <br>
Agreed there...Mass Effect's art style was pretty standard in a lot of aspects.  There just wasn't anything in it that made you go "Whoa..." like, say, the final stage in Kingdom Hearts 2's art direction might.</p>
<p>The artists in Mass Effect made a very capable, effective, and workable "stylized realism" art style that did what it had to do with a very small amount of frills and extra stuff, with the exception of the occasional energy leyline on a gun or wall.  It's not to say the game is a failure by any means (no, that's more the fault of the criminally short story and cookie-cutter "unexplored planets"), but the art style just wasn't groundbreaking or unique by any means, especially if you compare it to KotOR.</p> <p>Archaotic</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 08:48:16 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3257108">davidjay247</a>: Minter's mind was actually destroyed by (too much) lama sex. I heard the game actually worked off of sound synchronization and even though it is a "video" game, the harder it gets, the more you had  to rely on sound rather than what's happening on screen to play the game; sounds good on paper.  The problem is there were no attempts made to explain how the mechanics work other then you have to feel it.  That's not art, that's not creativity, that's just lamashit.</p> <p>okenny :) ...building bridges (to hide under)</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 08:38:24 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I thought the art direction was lacking for GoW. The main characters looked down right mindless. The armor looked like it was copied from an old boom box. The levels looked alright, but thanks to the colors pallet, they looked very unremarkable.</p> <p>Mecharine</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 08:35:37 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255746">brent_w</a>: I was going to say the EXACT same thing about Mass Effect. Not knocking it other wise, but there is no way anyone can claim Mass Effect is not KOTOR 3 art design-wise. Both the KOTORs were going for simplistic realism. The places in KOTOR, and by extension Mass Effect, basically look like places, but thats it. They look real and they look clean. Its cool, but not a progrssive step forward.</p> <p>nemyhlovecraft</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 08:21:12 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Unfortunately, art direction and game context tend to go hand in hand. If there is a game about Space Jocks with lazor gunz, it's invariably going to look like  it was designed by Rob Liefeld. That is: highly derivative and pandering to male adolescent power fantasies. Perhaps when the content changes, we'll start more sophisticated art direction.<br>
I applaud recent endeavors to incorporate the street art movement in the Guitar Hero series.</p> <p><a href="http://www.reflective.net">Karoshi</a></p>]]></description>
			<dc:creator><![CDATA[Karoshi]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:57:28 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>What about Space Giraffe?</p> <p>davidjay247</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:56:05 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>Seeing some of the responses, I'd like to point out that art design isn't just in the graphical style of the game. It's also how it presents itself, just like in a film or comic. Do you zoom in or pull back? Do you have something come at the camera, or do you go over the shoulder? Do you show something openly, or imply it? Composition is just as important as making things look pretty. A badly composed picture, no matter how beautiful it is, is still a badly composed picture. The same goes for graphics, regardless of the style. For me, even if something isn't to my tastes, if it's presented well, I can eventually grow to like it.</P> <p>epherlite</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:54:05 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Games can go better. And game art direction maybe is on the infancy. But the infancy is a interesting period. Theres not rules, or very few rules now.</p>
<p>I am completely sure, once gamming abandon the infancy, will be imposible to create a game where the art direction rule on evernthing and gameplay. This will be imposible. So now we can try very crazy stuff, and experiment. <br>
I think this times are interesting.</p>
<p>And look at the 8 bits, these guys where crazy!!!.. we sould look at the  8 bits era, and avoid the 8 bits gameplay :D</p> <p>Tei</p>]]></description>
			<dc:creator><![CDATA[Tei]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:17:18 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Gears is a really poor example to pick on when it comes to art design, especially when you compare to HL2 which in terms of art design was mostly forgettable.  Don't get me wrong, I like HL2 too, but give Gears credit for at least giving you a scarred and appropriately dirty looking protagonist instead of a Compusa Salesman with a crowbar.  Sorry Gordon, but you need to be more compelling or at least say something to stand out.</p>
<p>Also, Gears's ruined utopia wasn't just a collection of burnt out warehouses and vacant apartment buildings, but rather looked like a collection of elaborately designed architecture plunged into ruin with detail.</p>
<p>If you really want to pick on a popular game for having no originality and ripping off every other sci-fi movie when it comes to art direction and design, might I suggest Halo?</p> <p>VicViper</p>]]></description>
			<dc:creator><![CDATA[VicViper]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:11:30 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>What they need to do is feed art directors crack laced LSD pills... drugs make you creative... NO! I believe there's two problems here: First, you wont find a shortage of EMO industry types who cry about the "good old days."  The other problem is that like drugs, art directors are like pushers trying the meet the demand of their client. They need to take more chances and be more daring but who wants to do that with someones $30 million dollar game?</p> <p>okenny :) ...building bridges (to hide under)</p>]]></description>
			<dc:creator><![CDATA[okenny :) ...building bridges (to hide under)]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 07:00:20 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Bleh, this has been basically the difference between Japan/Asian made games and games made elsewhere in the world (and the debate of those that like games made in Japan vs. games made in the US).</p>
<p>Ever since the move to 3-D (and the death of the American made adventure game) game art direction in the US/Canada has become, well, predictable. They strive for hyper-realism. "Look at how real it looks" they all say. "My game has a billion polygons on screen at the same time"; and so on and so on.</p>
<p>Say what you want about games like Kingdom Hearts, Final Fantasy (new and old), etc.</p>
<p>Japan made games actually have an art direction that is as important as game design. The flip-side is that because they put so much time and effort into the art direction, they tend to want to show it off (ala heafty cutscenes).</p>
<p>In any case, (and yes I'm trolling a bit here), art direction can make or break a game. See "Celda" (Wind Waker). Nobody would argue against the animation in the game but the art style was just fugly.</p> <p>angry_gamer</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:59:19 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255756">brent_w</a>: I think your missing the point of Half-Lifes setting.</p>
<p>In Gears of War Sera is a world destroyed by weapons of mass destruction and years of war. The building are crumbling and destroyed, life came to a halt and everywhere is abandoned - desolate... only lingering remains and artifacts show that these places were once lived in.</p>
<p>In Half-Life City 17 is a place still lived in. People are pulling through, but barely. It looks like a massive rubbish heap because that's what it's meant to evoke. Humanity is down on the ground, fighting over scraps while the combine and their forces are high above in the citadel, dumping all their shit on humanity, using are waste to power their empire.</p>
<p>They might share the common theme of humanity fighting a loosing war but it's the subtle differences that make them stand out as separate places and I believe your calling out Half-life's weak points in an unfair comparison.</p> <p><a href="http://">Marcus117</a></p>]]></description>
			<dc:creator><![CDATA[Marcus117]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:50:39 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>This guy is pretty cocky about art direction after his one really well done art style (TF2), which if I'm not mistaken wasn't even originally planned to be in the game.</p> <p><a href="http://nicholas-shewchuk.com">Shadow</a></p>]]></description>
			<dc:creator><![CDATA[Shadow]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:48:41 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255964">darthmole12</a>: <i>Also, I have to completely disagree with his comparison between Star Wars and 2001. While 2001 is a good movie in its own way, Star Wars is a better movie (and IMDB seems to agree). Also, specifically with regards to the art direction, I don't seem to recall that much in 2001, it's all very bland and minimalist.</i></p>
<p>Whoaaaaa... stop! Please!</p> <p><a href="http://cktc.de">FranUnFine</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:37:09 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Once again, who can say what art is?</p> <p><a href="http://www.gamerstouch.blogspot.com">GlompWorthyGamer</a></p>]]></description>
			<dc:creator><![CDATA[GlompWorthyGamer]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:36:23 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255733">edb87</a>: There's a little thing called Warhammer 40,000 where chainsaw bayonets are relatively tame.</p>
<p>The FPS genre is probably the most stagnant in the gaming world. Not much has changed at all since Wolfenstein and Doom. This is not surprising at all.</p>
<p>Some games have great art direction though. Super Mario Galaxy for one. Even the Sonic games (*prepares to be incinerated*) have some pretty trippy levels. Secret Rings really leaves the PS3/360 embarrassment in the dust, as well as all those mini-game compilations (sure, it has a Mario Party mode of its own, but entirely separate from the main game).</p>
<p>I'll take a break from my futile cause for now. Where's some other good art direction... oh yes. Metroid. Corruption has some truly trippy levels, with Alien-style horror bits to boot. Oh, and Team Fortress 2 dammit. Okay, it does rip off Pixar with more violence, but in a good way.</p>
<p>It's not hard to have good art direction in games. It's just not common.</p> <p><a href="http://z11.invisionfree.com/New_Eureka/index.php?act=idx">Sabre_Justice: Okay, no more long name.</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:32:24 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3256123">InsomniaBob</a>: I'm not saying its a good thing, just that there are reasons.</p>
<p>Also, I wouldn't put Assassins Creed in the 'something great' stack. I kinda got the feeling Ubisoft didn't want to risk too much on an unproven franchise and tried to limit the cost by making you play out the same few missions over and over rather than paying to make the assets needed for the futuristic missions. It explains why all you can see out the window is glare.</p> <p>DaftDethMonkey</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 06:06:15 MST]]></pubDate>
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		    <description><![CDATA[<p>I shall have to post the brief presentation on Video Games and art I did this year to 300 people...</p> <p>RobTheBuilder</p>]]></description>
			<dc:creator><![CDATA[RobTheBuilder]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 05:57:28 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/art/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3256072">Captain Impulse</A>: Right, but I'm saying that just well done realism isn't enough to make it memorable. It's the atmosphere, which comes from everything else in the game. Gameplay, music, movement, and story all effect that atmosphere.</P>
<P>Really, though, visual styles becomes secondary since often it's developed after story and gameplay are sketched out. The art is to accentuate the 'game' part of the game, and not the other way around. As you said, there's stuff for everyone's taste.</P> <p>epherlite</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 05:42:06 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255982">DaftDethMonkey</a>: And that's exactly the problem. All the studios are taking the safe bet these days. Cranking out FPS after FPS, with generic plots and generic art. When a major game studio does, on occasion, take a risk, you end up with something great, like the Assassin's Creed, or, I dunno, the Legend of Zelda.</p>
<p>But there's a problem with taking the safe bet. Eventually, you go bust anyway.</p> <p>Insomnia Bob</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 05:33:37 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3256029">epherlite</a>: I mean in the sense that the guys who make Gran Turismo games can point at their game, point at the real cars and say "You don't like it? Stiff shit, thats what the car looks like." While the guys making, lets say, a Wipeout game, have to convince us that their futuristic hovercar designs look cool. Its just easier if they can reference as much real material as possible.</p>
<p>btw, totally agree about SotC.</p> <p>DaftDethMonkey</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 05:30:54 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3256029">epherlite</a>: <br>
Agreed. Although, would Colossus' style work with the Gears premise? Nope, nor should it try. There are plenty of creative and "artsy" games out there. So what Moby should really be complaining about (from his perspective) is that there aren't enough games that appeal to his warped sense of style rather than there aren't enough "artsy" games. Gears of War sold like mad. It's arrogant for the minority to whine about a lack of titles that cater to them when the majority determines what's popular. There are artsy games out there for those who want them. There are guts-and-guns games for those who want those instead.  Now everyone shut up and play.</p> <p>Captain Impulse</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 05:12:42 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/art/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255982">DaftDethMonkey</A>: <I>"Game developers make things look realistic because you cant argue with realism."</I></P>
<P>I'd disagree and say it's the opposite.</P>
<P>With realism, anything that looks a bit off, no matter how little it is, is always immediately picked up on. You can't fudge perspective or shape or movement. You can with styles that aren't: animators have been doing it for years.</P>
<P>But, I'll nod to the fact that realism is the safe style. Better stay with something tried and true that will only flop if it doesn't look right, then take the bigger chance with a completely new style. Still, for me, if they're going to go realistic, I'd wish they'd try to make the atmosphere unique. I mean, Shadow of the Colossus was done in a realistic style, but that atmosphere was something special.</P> <p>epherlite</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:59:17 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>FPS games &gt; yes<br>
Though if your art style is realism then there is only so far you can go.</p>
<p>However, lets not forget those that get it right.</p>
<p>Okami, Ikaruga, Vib Ribbon, LocoRoco, WipEout etc</p> <p>RobTheBuilder</p>]]></description>
			<dc:creator><![CDATA[RobTheBuilder]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:57:08 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Seriously, these guys can waste their time and complain all they want about games not being 'artsy' or 'unique' enough.</p>
<p>But think about it...</p>
<p>...</p>
<p>It's a gun with a fucking chainsaw on it.</p>
<p>If the mess left on the screen after chainsawing a locust in two isn't 'art', I don't know what is.</p> <p>Impulse</p>]]></description>
			<dc:creator><![CDATA[Impulse]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:53:07 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255733">edb87</a>:</p>
<p>QFT</p> <p>Impulse</p>]]></description>
			<dc:creator><![CDATA[Impulse]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:48:08 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I think everyone is forgetting one simple fact: art is hard.</p>
<p>Game developers make things look realistic because you cant argue with realism, you cant find fault in stylistic choices if they choices weren't in the hands of the developers. No one wants to spend 2 years and several million dollars making a game only to see it fail because the lead artist wasn't as talented as you thought he was and the style just didn't catch on with the audience.</p> <p>DaftDethMonkey</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:38:33 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255848">DaftDethMonkey</a>: I think what he's saying is he doesn't like space marines, and further implying that the game industry is only obsessed with Sci Fi (which he seems to think has only been around since the 1980s). None of that is of course true, but in my experience most game art directors don't really play games much. And I guess he doesn't realize that Sci Fi has actually been around for over 100 years.</p>
<p>Also, I have to completely disagree with his comparison between Star Wars and 2001. While 2001 is a good movie in its own way, Star Wars is a better movie (and IMDB seems to agree). Also, specifically with regards to the art direction, I don't seem to recall that much in 2001, it's all very bland and minimalist.</p>
<p>Honestly though, there are a lot of movies that also have bad art direction, it's not like games are unique in this regard. Certainly game art design might not be as mature in some ways, but there are still quite a few titles out there with quite good art direction.</p> <p>darthmole12</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:31:21 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255947">AceGamer</a>: <br>
Regardless of specific titles, the fact is the gaming industry offers a lot more in terms of unique art direction than, say, Hollywood. For someone from Valve to criticize art direction in the gaming industry is amusing, since they've been stuck in the same Orwellian lab-coat wearing FPS drudgery since HL1. I'm not knocking the HL series, but someone needs to step outside their own familiar territory before they go on to bash other games.</p> <p>Captain Impulse</p>]]></description>
			<dc:creator><![CDATA[Captain Impulse]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:29:59 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255939">epherlite</a>: "<i>I'd personally love a game in J. M. W. Turner's pencil and watercolour style  <a href="http://www.tate.org.uk/servlet/ViewWork?workid=71913&amp;tabview=image">[www.tate.org.uk]</a> . But that will never happen.</i>"</p>
<p>I wouldn't say never, remember SaGa Frontier 2? Had hand painted watercolor backgrounds. Not a great game, but great art.</p> <p><a href="http://terohuttunen.com/">ara</a></p>]]></description>
			<dc:creator><![CDATA[ara]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:26:50 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>Mass Effect? Bioshock? Gears of War? Half-Life?</P>
<P>Is that what you guys are comparing in the subject of art direction? Clearly no one here has played Okami, Shadow of the Colossous, and Ico. I know there's a few more, but my mind is drawing up blanks.</P> <p><a href="http://acegamer13.1up.com">FIRST!!!</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:23:27 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>I agree that there's a lack of any visual uniqueness. Apart from what's depicted in terms of structures (like God of War's Grecian architecture, or Prince of Persia's architecture), very few games draw on different art styles. Many of them are trying to push for more 'realism' in the game, which is visually impressive when it succeeds, but not really 'unique'.</P>
<P>At the same time, in the 4000 years worth of art history, which ones would people really remember, or would want to play? Most of the post 1900's artwork is so conceptual and abstract and very specifically message-driven that to go all the way with that style would probably detract more than attract (like, er . . . Vito Acconci's 'Seed Bed' for an example of 'what the hell') and just be really dated. I mean, I love the Dadaist movement, but I just can't see how it's anti-art, anti-war, chaotic, impermenant message could translate well into a game stylistically. Other styles like woodblock printing, Impressionist, or cave art would be interesting, but is that concept appealing enough to sell games?</P>
<P>Then you move back to the years between Renaissance and early 1800's: that really super-realistic style that isn't really any different from the realism games try to portray today, except for maybe softer edges and some changes in palette (I realise there's a difference between the style than just that, but I'm generalising here: and they have been realistic in portrayal).</P>
<P>Yes, a few games were <I>very</I> visually different. Okami is obvious, as is LoZ: the Wind Waker. Other games just have a unique visual atmosphere: Shadow of the Colossus and Prince of Persia are my picks for that. However, on the whole, I find console games tend to fall more onto the realistic style.</P>
<P>It's great that the new consoles can render realism <I>that much better</I> now, but it seems that the only games that are willing to experiment on visual style is on handhelds, and specifically, the DS. Seems like the inability to push for super-realism lets other styles florish.</P>
<P>I'd personally love a game in J. M. W. Turner's pencil and watercolour style <A href="http://www.tate.org.uk/servlet/ViewWork?workid=71913&amp;tabview=image">[www.tate.org.uk]</A> . But that will never happen.</P> <p>epherlite</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:18:13 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255728">tuteja1986</a>: I could go as far as saying that Mass Effect <b>doesn't have</b> art directing. It's just the most basic stuff you can come up with, everything is as generic as can be. It's like someone just said to artists to come up with space sci-fi and they did. Now I'm not saying that's bad, but sure as hell not something anyone would remember afterwards.</p>
<p>Games do have great art directing, so all his complaints are not valid. I think the current generation pixel shaders are one thing to blame. If developer just uses all the shaders from developing tool the result will look similar to everyone else, one of the drawbacks of 3D is that since everything is drawn to the screen by the same mathematical algorithms it's really easy to end up looking generic.</p>
<p>And on the other hand, movies have art directing too, and there the tools are much more subtle, like color temperatures, etc. So I might be hanging on to some distant past when every game used to have distinct look and feel, maybe I need to update my view of the matter.</p> <p><a href="http://terohuttunen.com/">ara</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:10:04 MST]]></pubDate>
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		    <description><![CDATA[<P>@<A href="#c3255837">InsomniaBob</A>: <BR>
agreed.</P>
<P>Why are people posting lists of a handful of games that they think have good art styles? It really only points out that the majority of games out there don't put a high level of importance on art direction. Really, I think this problem stems from the fact that games are more related to technology than they are to entertainment or art. This is seen in the media, where, at least in my city, games coverage is put in the tech liftout, or on gaming websites where importance is put on technical details such as framerate or draw distance. He's right, art direction (as well as other aspects) in gaming are in their infancy. Once these aspects of games become a non-issue, I think (hope) that a greater emphasis can be placed on art direction.</P> <p>shiwasu</p>]]></description>
			<dc:creator><![CDATA[shiwasu]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:09:03 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255889">ミスター X</a>: <br>
Because realism can't be an art style. Nope...never.</p> <p>Captain Impulse</p>]]></description>
			<dc:creator><![CDATA[Captain Impulse]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 04:06:48 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>It is basically the whole argument of art vs. realism. What many consider art and others consider realism. To me art style is far more superior than realism because anyone can try to push poly-counts on one thing, but making it come together is another.</p> <p><a href="http://">-</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:54:39 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255837">InsomniaBob</a>: Well thats just off the top my head in 5 odd seconds.</p>
<p>Many games have art direction, some are recognised more than others. Even crackdown, or stalker had art direction, but compared to somthing like Team Fortress 2 its effect can be different to a certain extent.</p> <p>muscrat_01</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:41:38 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I am I the only one who just doesn't understand what this guy is saying?</p>
<p>"For it really not to be utilized, and for the industry to basically dwell in a certain type of genre which has been around the 1980s up to present time, it's pretty much all they're embracing."</p>
<p>What does that even mean? Is he trying to say that all games look the same or... that what he's saying, right?</p>
<p>Maybe its just his point of view, after working at Valve for a while, but it seems to me that God of War and Animal Crossing are just a little different. Yo Francke, look around! Its just you!!!</p> <p>DaftDethMonkey</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:40:10 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255746">brent_w</a>: I disagree, methinks HL2s art style is astounding.</p>
<p>Seriously my appreciation for it skyrocketed after buying the 'Raising the Bar' book. Stuff like the giant citidel contrasting against the city, as it slowley consumes it are amazing, as is the awesome graffiti art, and urban design.</p> <p>muscrat_01</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:38:59 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255828">muscrat_01</a>: True in each case... but that's... 7 games, over the last, what, 5 years?<br>
Those games are definitely the exception, not the rule.</p> <p>Insomnia Bob</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:37:01 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255818">brent_w</a>: No, I read both your posts, but I just can't agree with you there. To each his own, though.</p> <p>Insomnia Bob</p>]]></description>
			<dc:creator><![CDATA[Insomnia Bob]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:36:08 MST]]></pubDate>
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		    <description><![CDATA[<p>HL2<br>
Bioshock<br>
Team Fortress 2<br>
Okami<br>
Shadow of the Colossus<br>
Ico<br>
- even Unreal Tournament 3</p>
<p>Have exellent art direction.</p>
<p>And whoever thought GeOW had a better art direction than HL2, should re-think their opinion.</p> <p>muscrat_01</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:32:35 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255795">floppylobster</a>: Killzone has glowey eyes.</p>
<p>Theres your art direction</p> <p><a href="http://www.myspace.com/juansebastiann">ArmyofJuan</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:30:50 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255803">InsomniaBob</a>: <br>
Art direction isn't about "technical standpoints",<br>
Technically speaking Halo 3 its leagues ahead of Metroid Prime 3 ... but MP3s art direction is easily 10 times better.<br>
.<br>
And to clarify my standpoint ... Half Life 2 is clearly the better game.<br>
But I feel, in just the category of art direction, Gears beats it ...</p>
<p>If you haven't read it yet, please take a look at this post I made: <a href="#c3255756">brent_w</a>:</p>
<p>I think it explains my thoughts a little better.<br>
.<br>
I never seem to get my posts right the first time around ... boy I wish there was an edit button.  :-D</p> <p>brent_w</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:29:00 MST]]></pubDate>
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		    <description><![CDATA[<p>If every artist in the world was capable of creating artwork that could be featured in the Met...</p>
<p>As for matching 2001 in art style, well, you need a hell of a lot of creative control and a company that is willing to take a gamble on a "unique" art style.</p> <p>nadimal</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:28:39 MST]]></pubDate>
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		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/art/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255793">computermachina</A>: <BR>I was going to mention Panzer too, but really it owes far too much to 'Nausicaä of the Valley of the Wind'.</P> <p>floppylobster</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:28:32 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255733">edb87</a>:</p>
<p>Chainsaw? a lot of fun<br>
Stomp? even more fun<br>
Gangrape a downed person while swinging a grenade? priceless</p> <p>JakeDunn</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:26:35 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255801">Captain Impulse</a>: Guys, Art Direction doesn't mean you make your game look batshit crazy, or unrealistic. Art direction is just as important, scratch that: <b>more</b> important when you're making a realistic game.</p> <p>Insomnia Bob</p>]]></description>
			<dc:creator><![CDATA[Insomnia Bob]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:26:20 MST]]></pubDate>
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		    <description><![CDATA[<p>Jet Set Radio is one of the most underrated games ever.Why hasn't anyone mentioned Halo...imo no game comes close to matching the beauty,especially Halo CE.</p> <p><a href="http://">kleggnutt</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:25:15 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I wonder if anyone has thought about the lack of art direction blame can also be cast upon the majority of the consumers who dont worry about such things. Which is why devs can get away with pumping out bland tripe at times.</p> <p><a href="http://www.bosttv.com">Witzbold</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:23:54 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I'd have to agree with Mr. Moby. Understand, folks, that's he's not saying they need to 'tighten up the graphix!', he's saying there's no ART DIRECTION. And it's true.</p>
<p>These days, most developers are lucky if they even have a pool of staff artists to work with. More often than not, modelers (and sometimes coders) end up pulling double duty, and end up doing character or prop designs. Now, sometimes that's fine. A fireplug just needs to look like a fireplug. Pretty much anyone on the team could probably make a passable model of a football. <br>
But when you've got decidedly right brain personalities doing left brain work, a lot of the time the result falls short. Case in point: Doom 3 and Quake 4. Blegh.</p>
<p>@<a href="#c3255746">brent_w</a>: Are you <i>drunk</i>? Did you seriously just say that Gears had better art direction than HL2... because it's <i>less</i> realistic? The textures in HL2 alone show better art direction than Gears! It's got HUNDREDS of the damn things. Pretty much everything in Gears was either concrete gray, or brown.<br>
As for showing it's age... maybe it's different on the home console versions, but the PC version has had an engine update twice now, and still pushes the bounds of my brand new system. HDR lighting, texture specific reaction effects, and a god-damn dynamic lit flashlight? <br>
And, to top it all off, Half Life 2 shipped with something Gears never got around to: <i>a fucking plot.</i><br>
Now, I'll accept that your prefer Gears of HL2 as a matter of personal preference. But from a technical standpoint, I just can't stay quite on that. It's crazy talk.</p> <p>Insomnia Bob</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:23:52 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255791">aribus</a>: <br>
I'd hate to see that too, but the gaming industry is far from stagnant. It's ignorant to write off a game like Gears because it's not "artsy" enough. What constitutes "art" worth giving a shit about is highly contentious; take a look at the Gawker Artists ads on Kotaku. If you ask me, they're shit. But to someone else, they're "unique art".</p>
<p>I'm sorry, but there's nothing wrong with the industry's art direction.</p> <p>Captain Impulse</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:23:09 MST]]></pubDate>
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		    <description><![CDATA[<P>Mentioning Gears will provoke a reaction, but why not pick on Killzone if you want a shining example of games not pushing boundaries in art direction?</P> <p>floppylobster</p>]]></description>
			<dc:creator><![CDATA[floppylobster]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:19:07 MST]]></pubDate>
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		    <description><![CDATA[<p>*insert witty thoughtful comment*</p> <p><a href="http://www.bosttv.com">Witzbold</a></p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:18:06 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>I am sure allot of comments will be made pointed out great designed games :cough: Panzer Dragoon :cough: but it seems the man is talking about the general whole of video games. Lets face it folks from a design standpoint Halo isnt exactlly breaking the mold.</P> <p>computermachina</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:17:12 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>He's right. Oftentimes modern games base their world on one already created in film, or books, or comics, etc. Living up to a standard that has already been established does nothing toward creating an atmosphere that allows artists to produce something unique and original, especially when it's the aesthetic that's being mimicked. Sure games like Okami or Jet Set push the boundaries (visually), but how often to games like that really come along? Many in the industry see games as an income, a growing profit margin, potential market to get rich off of. This is the same with film. The result is all of the crappy rom coms, by the numbers action flicks, and b-movies with a-list actors that pollute the theaters. I'd hate for the gaming industry to end up like the film industry: recycled worthless crap with a few diamonds mixed in.</p> <p>aribus</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:16:25 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>TF2 art director knocking on GoW? Please. I experienced TF2's art design back when it was called Mark of Kri. Yes, there is art in everything, but not everything needs to be classified as "art". Not everything needs an "unique art design". Sometimes gritty realism is what's necessary; other times it's cartoony violence. All I'm hearing is one loudmouth spouting his over-inflated opinion as if it were gospel. Cork it, Francke.</p> <p>Captain Impulse</p>]]></description>
			<dc:creator><![CDATA[Captain Impulse]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:15:40 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>But with space you have so much breathing room because it's fucking outer space. I think thats when an art designers dream would be able to run wild because they get to make shit up.</p>
<p>@<a href="#c3255728">tuteja1986</a>: instant lie. have you played mass effect? i mean i liked the game and all, but god damn, those planets were some boring fucking planets. Barely a sign of plant life in site. Actually, barely a sign of any life aside from some shitty space monkeys and a dune worm</p> <p><a href="http://www.myspace.com/juansebastiann">ArmyofJuan</a></p>]]></description>
			<dc:creator><![CDATA[ArmyofJuan]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:14:11 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255770">justhesh</a>: Even the floww of Mass Effect mirrors Star Trek.</p>
<p>Spend 90% of the time talking about our problems and 10% of the time doing something about them. <br>
.<br>
And Star Trek had an excuse for this stuff.<br>
It was a TV show with a limited budget ... why do most aliens look like  humans with colored skin and funny things on their head?</p>
<p>Because lots of makeup is cheaper than special effects.<br>
.<br>
But whats Mass Effect's excuse?</p> <p>brent_w</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:12:04 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255777]]></link>
										
		    <description><![CDATA[<p>"For every Half-Life 2 there's a hundred games like Gears of War, whose only claim to originality or uniqueness in their visual design is...well, they don't really have one"</p>
<p>Wait, what? I love both said games, but Gears had a much more stylized art direction than Half-Life did.</p> <p>Mr. Mastodon Farm</p>]]></description>
			<dc:creator><![CDATA[Mr. Mastodon Farm]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:03:28 MST]]></pubDate>
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		    <description><![CDATA[<p>@Anemone<br>
Here here, I hear what you say. Two games that had brilliant 'state of the art' art direction in IMO (Okami and Jet Set Radio), were slept on by the masses - people just don't want to know</p> <p><a href="http://">Shin-Kaiser</a></p>]]></description>
			<dc:creator><![CDATA[Shin-Kaiser]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:02:40 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255766">brent_w</a>: <br>
**<br>
Fix:<br>
**<br>
"90% of life in the universe amazingly *has* pretty much the same body shape &amp; proportions as Homo Sapiens Sapiens."</p> <p>brent_w</p>]]></description>
			<dc:creator><![CDATA[brent_w]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 03:01:41 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255766">brent_w</a>: You have absolutely no idea what you're talking about.</p> <p><a href="http://hesh.deviantart.com">justhesh</a></p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:59:59 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255735">Killalaz</a>: No I dont. That's why I said "id settle".</p> <p><a href="http://kotaku.com">Luke Plunkett</a></p>]]></description>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:59:22 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>@<a href="#c3255757">justhesh</a>: I didn't say star trek, I said star trek rip off.</p>
<p>They all go out of their way to distinguish their "look" from star trek, but in the end they just manage to make it even cheesier ... and when you get right down to it, it still feels like you're watching an episode or reading a novel of star trek.</p>
<p>And don't get me started on the "90% of life in the universe amazingly as pretty much the same body shape &amp; proportions as Homo Sapiens Sapiens"</p> <p>brent_w</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:59:01 MST]]></pubDate>
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		    <description><![CDATA[<p>Can I just say: <i>Bioshock</i>, for fuck's sake.</p> <p><a href="http://hesh.deviantart.com">justhesh</a></p>]]></description>
			<dc:creator><![CDATA[justhesh]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:57:17 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<P>It's not as if games were designed in ignorance of those "4000 years" of art. Sadly games are made for profit unlike art, (debatable... but I'm not here to debate that) games are made for profit. When games do break the accepted artistic molds they are generally recognized and forgotten. Case and point being Okami, it had brilliant art direction, but failed miserably compared to games like Gears. Simply put, people tend to stick to what they know. If someone tried to put out a game with cubist graphics, no matter how good, the general consensus would be a collective "What the fuck is this shit? 1990 was 15+ years ago." as the people go back to buying Madden and clocking hours on Halo, and honestly I would be tempted to agree. Some styles of art are suited for gameplay, others are not. While a game done entirely in cave paintings would be exceptionally interesting in concept it would be difficult to make a game that would sell using such a system. As for the settings themselves it's much the same. Fantasy is expected to have stuff like elves and magic, etc. There is little room for stepping outside the accepted and previously imagined universes.</P> <p><a href="http://PSN: Anemonee">Anemone</a></p>]]></description>
			<dc:creator><![CDATA[Anemone]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:54:55 MST]]></pubDate>
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		    <description><![CDATA[<p>What he says is spot on.</p>
<p>A ray of hope: ectochrome.</p> <p>Padriac</p>]]></description>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:53:08 MST]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c3255746">brent_w</a>: "<i>KoTOR 3 *cough* I mean "Mass Effect" ... again, not much of an art direction ... IMO it looks like just another Star Trek rip-off cable show.</i>"</p>
<p>Either you have no idea what Mass Effect looks like, or you have never in your life watched an episode of Star Trek.</p> <p><a href="http://hesh.deviantart.com">justhesh</a></p>]]></description>
			<dc:creator><![CDATA[justhesh]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:51:33 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>Er, to clarify why I really feel Gears has a better art direction than Half life 2 (and its episodes).<br>
.<br>
In both games you spend your time going through pretty much the same environment ... ruins of civilization in a post-apocalyptic setting.</p>
<p>But heres the difference ... <br>
In Gears it came across very gritty, and rather creepy.<br>
In Half Life, as much as I love the games ... I always felt like I was trudging through one large garbage dump ...</p>
<p>2 games going for the same setting, but one pulled it off so much better.</p> <p>brent_w</p>]]></description>
			<dc:creator><![CDATA[brent_w]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:51:31 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>I thought Gears had a fantastic look to it. Sure destroyed cities are fairly common in games, but the detail and style of such graceful architecture that was slowly crumbling away was fantastic. I thought the Locust themselves were extremely unique and distinctive too. While there are plenty of games that can be accused of having uninspiring art direction, I really don't think that Gears is a suitable target.</p> <p>photoboy</p>]]></description>
			<dc:creator><![CDATA[photoboy]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:48:03 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
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		    <description><![CDATA[<p>My opinion ... Gears has more style than Half Life 2.</p>
<p>HL2's art direction, with the exception of the combine designs, tends to go for realistic.  And while it manages OK, the engine is starting to show its age at this point.  The Combine designs are ok ... but nothing amazing. <br>
.<br>
TF2 has an excellent style, very fun ... even if it does look uncannily like they started out making a "The Incredibles" license. <br>
.<br>
Gears is at least slightly stylized.  And boy does it pull off "gritty"<br>
.<br>
KoTOR 3 *cough* I mean "Mass Effect" ... again, not much of an art direction ... IMO it looks like just another Star Trek rip-off cable show.</p> <p>brent_w</p>]]></description>
			<dc:creator><![CDATA[brent_w]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:45:51 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255745]]></link>
										
		    <description><![CDATA[<p>I believe the opposite. Good art direction existed in the early stages of video game history.</p>
<p>With this current generation, you have games look more realistic (or representing realistic settings). The more things look like they can exist in our world, the less we can take it for being artistically creative.  But who says realistic ideas cannot be made to represent an expression of creativity?</p>
<p>I'm probably taking this the wrong way, though. My definition is probably not what most would think.</p> <p>Torusan</p>]]></description>
			<dc:creator><![CDATA[Torusan]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:331742:c3255745]]></guid>
		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:45:39 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255742]]></link>
										
		    <description><![CDATA[<p>What he says is true...</p> <p><a href="http://torokun.deviantart.com/">Torokun</a></p>]]></description>
			<dc:creator><![CDATA[Torokun]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:331742:c3255742]]></guid>
		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:44:11 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255741]]></link>
										
		    <description><![CDATA[<p>I really think Gears of War art direction and world was copied from Appleseed.</p>
<p>"A.D. 2131, the non nuclear world war which had destroyed the world almost completely ended. Deunan Nuts was wandering in a ruined city."</p>
<p>watch the opening and you will easily mistake it for gears of war. <a href="http://www.youtube.com/watch?v=ih2Cnr_7bn8">[www.youtube.com]</a></p> <p>tuteja1986</p>]]></description>
			<dc:creator><![CDATA[tuteja1986]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:43:33 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255736]]></link>
										
		    <description><![CDATA[<p>@<a href="#c3255732">SkutSkut</a>: or Mario Galaxy.</p> <p>Schmeg Peg</p>]]></description>
			<dc:creator><![CDATA[Schmeg Peg]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:331742:c3255736]]></guid>
		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:40:50 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255735]]></link>
										
		    <description><![CDATA[<p>Luke said: "Maybe! Heck, as it stands we'd settle for games that could just match Star Wars and 2001 for design."</p>
<p>I think you missed the point of what Moby was saying.</p> <p>Killalaz</p>]]></description>
			<dc:creator><![CDATA[Killalaz]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:331742:c3255735]]></guid>
		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:40:36 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255733]]></link>
										
		    <description><![CDATA[<p>I don't see why everyone picks on Gears.</p>
<p>Sure, there was really nothing new brought to the table story-wise, and its all machismo talk and grunting, but they have a gun. <br>
<i>With a freaking <b>chainsaw</b> on it.</i></p>
<p>Think about it people.</p> <p><a href="http://edquarters.blogspot.com http://gameshot.sigma-sight.com">edb87</a></p>]]></description>
			<dc:creator><![CDATA[edb87]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:39:54 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255732]]></link>
										
		    <description><![CDATA[<p>I read about a new Alien game for 360, there's something to hope for.</p>
<p>Also- this man's obviously never played Okami.</p> <p>SkutSkut</p>]]></description>
			<dc:creator><![CDATA[SkutSkut]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:39:50 MST]]></pubDate>
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		    <title><![CDATA[Art Direction In Games Is Rubbish, Says Game Art Director]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/art-direction-in-games-is-rubbish-says-game-art-director-331742.php#c3255728]]></link>
										
		    <description><![CDATA[<p>I think Mass effect has better art direction than TF2.</p> <p>tuteja1986</p>]]></description>
			<dc:creator><![CDATA[tuteja1986]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:331742:c3255728]]></guid>
		    <pubDate><![CDATA[Mon, 10 Dec 2007 02:37:21 MST]]></pubDate>
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