So duality is probably a good word here. I can definitely make the connection there with most of their SNES titles.The later releases of Soul Blazer, Illusion of Gaia, and Terranigma, known to fans as the Soul Blazer Trilogy, established a defining feature of Quintet games - the strong, sometimes dark themes addressed in their titles. Quintet's games frequently revolve around a conflict between a being that brings destruction and a being that controls creation as symbols of duality. The world has two aspects which both oppose and complement each other, and everything in existence is built upon that relationship. Unflinching portrayals of the suffering and sacrifices that are a part of life set Quintet games apart, and have attracted many fans.
Designers and their favourite recurring themes.
Re: Designers and their favourite recurring themes.
I can't even tell myself with the Quintet games. They were very weird, but maybe this quote from wiki says it pretty well:
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Gamerforlife
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Re: Designers and their favourite recurring themes.
Shigeru Miyamoto loves nature themes. Pikmin was inspired by a garden. Zelda was inspired by him exploring.
Nippon Ichi loves being meta and breaking the fourth wall. Plus, they make tons of anime references and other cultural things
Ancel is big on character interaction in his games. You see that a lot in Beyond Good and Evil and Peter Jackson's King Kong
Itagaki and big boobs. If you want to see women sexualized as much as possible, play an Itagaki game.
Fumito Ueda and solitude
Koei loves making silly caricatures of Chinese historical figures in their Dynasty Warriors games, like the metrosexual Zhang He
James Silva loves making fun of people in the gaming community and certain conventions of it in his Dishwasher games. He makes fun of Peter Moore, game reviewers and even achievements
Nippon Ichi loves being meta and breaking the fourth wall. Plus, they make tons of anime references and other cultural things
Ancel is big on character interaction in his games. You see that a lot in Beyond Good and Evil and Peter Jackson's King Kong
Itagaki and big boobs. If you want to see women sexualized as much as possible, play an Itagaki game.
Fumito Ueda and solitude
Koei loves making silly caricatures of Chinese historical figures in their Dynasty Warriors games, like the metrosexual Zhang He
James Silva loves making fun of people in the gaming community and certain conventions of it in his Dishwasher games. He makes fun of Peter Moore, game reviewers and even achievements
RyaNtheSlayA wrote:
Seriously. Screw you Shao Kahn I'm gonna play Animal Crossing.
Re: Designers and their favourite recurring themes.
I LOL'd.Gamerforlife wrote:Shigeru Miyamoto loves nature themes... Zelda was inspired by him exploring.
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Gamerforlife
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Re: Designers and their favourite recurring themes.
Xeogred wrote:I LOL'd.Gamerforlife wrote:Shigeru Miyamoto loves nature themes... Zelda was inspired by him exploring.
I was laughing as I typed it. It's true though
"The Legend of Zelda was principally inspired by Shigeru Miyamoto's explorations as a young boy in the hillsides surrounding his childhood home in Sonobe, Japan where he ventured into forests with secluded lakes, caves, and rural villages. According to Miyamoto, one of his most memorable experiences was the discovery of a cave entrance in the middle of the woods. After some hesitation, he apprehensively entered the cave, and explored its depths with the aid of a lantern. Miyamoto has referred to the creation of the Zelda games as an attempt to bring to life a "miniature garden" for players to play with in each game of the series"
RyaNtheSlayA wrote:
Seriously. Screw you Shao Kahn I'm gonna play Animal Crossing.
- BoringSupreez
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Re: Designers and their favourite recurring themes.
Ocarina of Time and Majora's Mask must be his representation of the worst gardens of all time.Gamerforlife wrote:Xeogred wrote:I LOL'd.Gamerforlife wrote:Shigeru Miyamoto loves nature themes... Zelda was inspired by him exploring.![]()
I was laughing as I typed it. It's true though
"The Legend of Zelda was principally inspired by Shigeru Miyamoto's explorations as a young boy in the hillsides surrounding his childhood home in Sonobe, Japan where he ventured into forests with secluded lakes, caves, and rural villages. According to Miyamoto, one of his most memorable experiences was the discovery of a cave entrance in the middle of the woods. After some hesitation, he apprehensively entered the cave, and explored its depths with the aid of a lantern. Miyamoto has referred to the creation of the Zelda games as an attempt to bring to life a "miniature garden" for players to play with in each game of the series"
prfsnl_gmr wrote:There is nothing feigned about it. What I wrote is a display of actual moral superiority.
Re: Designers and their favourite recurring themes.
The Bow-wow in Mario games also comes from Miyamoto's bad experience with a particularly big dog in his childhood. I thought these facts were commonly known, though.
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lisalover1
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Re: Designers and their favourite recurring themes.
Shigeru, what are you doing to that poor octorok?Xeogred wrote:I LOL'd.Gamerforlife wrote:Shigeru Miyamoto loves nature themes... Zelda was inspired by him exploring.
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elmagicochrisg
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Re: Designers and their favourite recurring themes.
People actually buy into that marketing crap?...Gamerforlife wrote:Shigeru Miyamoto loves nature themes. Pikmin was inspired by a garden. Zelda was inspired by him exploring.
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Re: Designers and their favourite recurring themes.
New stuff to me, lol.o.pwuaioc wrote:The Bow-wow in Mario games also comes from Miyamoto's bad experience with a particularly big dog in his childhood. I thought these facts were commonly known, though.
- Erik_Twice
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Re: Designers and their favourite recurring themes.
Yu Suzuki's games feel very personal to me. Out Run feels very personal in the "sharing my driving experience with the public" and Space Harrier can be similarly constructed. I don't know, most games don't feel like they had such a central leading force. Don't you agree?
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