Nut Ink. Mini reviews of texts old and new. No fuss. No plot spoilers. No adverts. Occasional competency.
Showing posts with label Art Book. Show all posts
Showing posts with label Art Book. Show all posts

Thursday, July 10, 2014

Ōkami: Official Complete Works Art Book (2008)

Author: Capcom | Illustrator: Various | Page Count: 288

‘As my evangelical work, I do record herein the various events to which I bore witness during my long travels with Ōkami Amaterasu.’
~Issun, Celestial Envoy.

It seems like every cash-grabbing, whoring video game developer or publisher these days is producing special editions of their biggest titles that require fans to dig deep into their pockets to acquire.  Most include some kind of plastic figurine with little or no articulation; they’re for display purposes only and that’s fine as long as you know beforehand what you’re getting.

The lazier developers don’t bother with any kind of plastic tat.  They throw in an A5 art book with shiny paper and minimal content and think it'll suffice.  The Ōkami Complete Works is like that except it’s on a bigger, grander and more beautiful scale.  Another difference is that it wasn't part of a game bundle.  It’s a separate release.  But if ever a game needed an art book, it was Ōkami.* It crosses the line from fan-pleasing tie-in into a collection of genuine artwork that justifies itself by being worthy of gallery space.  The Japanese watercolour style that made the game so stunning is returned to its origins on parchment style paper.

You get all the usual stuff, character art, concept sketches, location designs and production notes from the creators of the game (Clover Studios), but you also get some piano arrangements at the back of the book, so if you’re able to read music you can learn how to play the score.  I’m aware this’ll sound like I'm fan-wanking pretty hard but the music of the game is one of the finest video game scores I've ever heard.  Even separate from the imagery, if you play it to someone who likes Japanese instrumentation they’ll likely fall in love.

If you’re a fan of this kind of thing and can afford the asking price, it doesn't get any better than the Official Complete Works.

5 image scrolls out of 5

*There's a review of the game on our sister site, Nut Load.

Saturday, November 30, 2013

Blade Runner Sketchbook (1982)

Editor: David Scroggy | Illustrators: Syd Mead / Charles Knode / Michael Kaplan / Mentor Huebner / Ridley Scott | Page Count: 99

‘Many of the objects in this book, while fascinating, were either modified or eliminated for the final version of the film.’

I acknowledge that B+W ink and watercolour concept sketches aren’t the most exciting thing for most people but I usually find them interesting.  I say usually because this one manages to present the work in the dullest way possible.
‘Visual futurist’ (a fancy-schmancy name for industrial designer) Syd Mead’s work is rich in detail and his creations are so well researched that it’s easy to believe they could be functional if made in the real world.  The problem lies not with his work, but with the book itself because it offers very little insight into the creative process.  Mead’s lines are clear to see but there’s no information on his working method or the problems he’d have faced with the futuristic tech.

There are also a number of pages with costume designs from Charles Knode and Michael Kaplan that I didn't spend much time on, but someone with an interest in fashion design may may feel differently about them.

Like it says in the quote above, there are things which didn't make it into the film at all; they’re the most interesting aspect for that reason alone.
If you absolutely must own everything Blade Runner then check it out, but keep your expectations to the absolute minimum to lessen the disappointment.

1½ Ridleygrams out of 5

Tuesday, March 12, 2013

HR Giger's Film Design (1996)

Author: H.R. Giger | Illustrator: H.R. Giger | Page Count: 138

'[H]oles of all description, holes in the ground, holes in the head, ass-holes, etc. I'm still not sure what they were for but they're great nonetheless.'
William Malone

H. R. Giger's Film Design is a large format book that offers an insight into the artist's film projects. Much of it will already be well known to fans, his work on Dune, Poltergeist II, etc, but knowing about a thing and exploring the genesis of a thing are very different experiences.

It covers a wide range of work, from short films, lengthy personal projects to music videos and even furniture building. But the real treasure is when it goes into detail about the films that didn't make it past the design stage. There's one in particular that has the potential to equal David Cronenberg at his most bizarre; it's both repulsive and tantalising in equal measure. The only problem is the budget required to do it justice could buy a small country. In truth, I'd rather it never get made than get it half-assed.

There's a lot of space devoted to his involvement with the Alien franchise. Seeing him working on models and sculpts, getting a sense of scale, and seeing the evolution from sketch to 1:1 model is fascinating. The film was his most commercially successful from a production design point of view and is the one that stuck most faithfully to his designs. You'd think that thick-as-shit Hollywood producers would have made that connection by now. Instead they pay him for sketches and then continually change them to better suit their own weak ideals.

Which brings me nicely to the only negative aspect of the book. There's some duplication with the similarly sized Species Design volume that came out the same year. If you already own it, then you'll be able to skip that chapter.

5 good intentions out of 5

Friday, March 1, 2013

The Legend of Zelda: Hyrule Historia (2013)

Authors: Shigeru Miyamoto, Eiji Aonuma | Page Count: 276

'As the stories and storytellers of Hyrule change, so, too, does its history.'

Zelda fanboys / fangirls are an odd bunch.  I can say that without malice because I’m one of them.  The Hyrule Historia that we waited so long for isn't the Zelda bible like some claim; it’s a Zelda history book like the title implies.  The content is spilt into 4 main parts:

1. An in-depth look at the most recent LoZ game: Skyward Sword.
The book has a heavy bias toward Skyward Sword; it begins and ends with it, and fills a large part of the middle.  It makes sense from a developer point of view to push your most recent game deep into the consciousness of the reader but it makes the book uneven.

2. The official History of Hyrule.
It gives the story of each game in chronological order, so expect major spoilers if you haven’t played them.  It attempts to explain the split in continuity in the timeline that occurred after the events of Ocarina of Time, which is interesting.

3. Production sketches and art from the 25 year history of the series.
There are hundreds of illustrations, from all of the games.  Some people might call that filler but I call it treasure.  Getting to pour over previously unseen concept art and line sketches is something I enjoy.  If you 'meh' at the thought of doing similar, you'll hate this section.

4. A manga prequel to the Skyward Sword game.
A short manga written and illustrated by long time LoZ manga creator(s) Akira Himekawa.  If you're a collector of the manga, you'll know what to expect.

Overall, it's a beautifully presented book with a wealth of information and a shitload of artwork that should keep fans happy for a while.

4 decipherable alphabets out of 5

Monday, May 7, 2012

Species Design (1996)

Author: H.R. Giger | Illustrator: H.R. Giger | Page Count: 86

"I cast worms in silicon …Instead, in the film, reddish brown computer-generated sausages burst out (but very quickly, to hide the computerised embarrassment)."

Large format coffee table book, about the size of an LP, that doesn't fit on any of my shitty Argos flat-pack shelving.  It’s full of HR Giger illustrations, primarily the early stage concept sketches that rarely get released to the public, most of which are black ink on paper.  Giger’s sketches have an almost obsessively hurried appearance.  Seeing what he had envisioned for the creature, that didn't make it into the film, is the only reason to purchase this.  If you’ve seen the film you may remember Sil's dream, with the train?  Probably not, it was brief.  Giger put a huge amount of work into the train, even building a working scale model from animal bones, PVC, wood and metal at his own expense.  The studio gave it a mere 8 seconds of footage in the final product.  Had it remained as he envisioned it could've been spectacular, perhaps even the highlight of the whole damn thing.

His association with Hollywood hasn’t been a pleasant one over the years so it’s nice to get something from his POV.  However, at times he uses the book as a platform for his grievances about the Hollywood machine.  It's either a man having a bitch-fit, or an artist whose vision was cruelly compromised getting a cathartic release.  Either way, it borders on the depressive.  I felt so very sorry for him, and wondered why he took such treatment from the money-whores.  I have my suspicions but you’ll maybe discover that for yourself upon reading.

Alongside the aforementioned sketches are colour photographs of the animatronic puppets used in the production, and lots of stills from the film which are either there contractually or as filler.  If you have an unfilled need for a deeper insight into the creation of the best part of the film, the book will give it.  I just hope you have some oversized shelves to house it on.  Don't go to Argos for them.

3 all aboard the penis train to a Swiss pervert’s dreamland out of 5