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/co/ - Comics & Cartoons

Where cartoons and comics collide!
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File: aa00d9fa64e37e1⋯.jpg (294.9 KB, 740x420, 37:21, Codename S.T.E.A.M..jpg)

File: 4973220fe0468a5⋯.jpg (135.46 KB, 640x908, 160:227, Freedom Force.jpg)

File: 8616a3d7ebe1767⋯.jpg (105.97 KB, 660x370, 66:37, Madworld.jpg)

 No.932602

I know this is only tangentially /co/-related, but I would like to hear /co/'s opinions on the topic of other media that take visual cues from western comics and/or cartoons. For your consideration, I bring forward three different games as examples.

Codename S.T.E.A.M. was a 3DS game that took inspiration from Jack Kirby's artstyle for a wacky plot involving a team of characters with unique powers who fight off an alien invasion on behalf of Abraham Lincoln. Obviously the similarities to the work of Jack Kirby start and end at the proportions of the characters and the way they are shaded. As far as I've read, almost anyone that talks about Codename S.T.E.A.M. be it on /v/ or /co/ pans it for its visuals (and other technical flaws that are intrinsic to the 3DS).

In contrast, Freedom Force, a game that came out for the PC in the early 00's that also took heavy influence from Jack Kirby, tends to be well received for its art style even though on a technical level (poly count) it seems to be about par for its era. To what extent (if any) can the relevance of Kirby's artstyle to the subject matter of Freedom Force be attributed to its success in capturing the aesthetic it strove to imitate? Was Codename S.T.E.A.M. a failure in this regard because the aesthetic was more or less slapped on it rather than being integral to the narrative (as it was in Freedom Force)? Or did Irrational Games (developer of Freedom Force) just do a more technically competent job than Intelligent Systems (developer of Codename S.T.E.A.M.)?

I'd also like to talk from a /co/ perspective about Madworld, which was a Wii game by Platinum Games that took heavy visual influence from Frank Miller's art from Sin City. I think Madworld seems like it has more of a mixed reception than the other games, because the artstyle, while interesting in almost everyone's estimation, introduces so much visual noise by being overwhelmingly (and faithfully) blocky while removing most color, that it becomes a little more difficult to discern what everything is than might be ideal. This raises a number of questions to me. Chiefly, at what point does adherence to an art style go too far and how do you dial it back without compromising the integrity of the creative vision?

Works derivative of /co/ related works general, I guess.

 No.932609

>>932602

>Codename STEAM

I enjoyed what I played of it but was distracted by other things. The artstyle was nice enough (hadn't really thought of it as Kirby-esque) and the gameplay is similar to Valkyria Chronicles

The plot is practically a tangent of Mike Mignola's Amazing Screw-On Head

To its detriment Wil Wheaton provided at least one voice, and the level design fails to be captivating in any meaningful way. On top of that, the level details are a bit on the busy side with minimal contrast, making a beautiful but sometimes inscrutable visual. Probably why I haven't made a concrete effort to return to it.

>Freedom Force

What makes Freedom Force stand out is that at every level it knew what era of comic books it was trying to emulate. The plot is silver age, the art design is silver age (the shading is cover art tier), the tooltips are silver age, the superheroes, their powers, and the scenarios are totally silver age (with a dash of golden age and pulp in FFvs3R, and promises of cosmic bronze age in FF3 (never ever))

The gameplay was supported well by the aesthetic, with objects and enemies easily visible and discernable

>Madworld

Haven't played this one but I keep meaning to. Your screenshot shows that it can keep a good balance of white and black going so the screen shouldn't be too hard to read. Lack of variation in shading might obfuscate distance a little but overall it reminds me of Sin City


 No.932640

Madworld is kind of what they were trying to do with ZPC, using BRUTE's artwork.

It's a pity it turned out such a dog, but the Marathon engine wasn't well suited to anything but more Marathon.


 No.932667

YouTube embed. Click thumbnail to play.

MADWORLD looks a lot better in motion. It helps that, while there are a lot of things moving, you only need to focus on one or two at a time. Also the soundtrack is bitchin.

>video games that take cues from Western comics

>no mention of Comix Zone

OP wtf r u doing


 No.932698

I mean there's Cuphead but everyone knows about that. Worth mentioning though.


 No.932705

File: fb9a1ac5bffa0d5⋯.png (70.62 KB, 483x679, 69:97, ClipboardImage.png)

>>932602

Would Evil Genius count?


 No.932921

>>932602

I haven't played any of these, but I really like the look of the black and white one on the right. It reminds me of Kevin O'Neill's art on stuff like Marshal Law, only more detailed.

>>932667

Comix Zone was fun.


 No.932941

>>932705

Good taste anon but I think Evil Genius was more inspired by movies of the 60's visually (Our Man Flint and James Bond) with stuff like Get Smart, Man From U.N.C.L.E. and so on as opposed to cartoons.




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