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  #31  
Old 09-10-2018, 08:33 PM
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Quote:
Originally Posted by Dracula View Post
The Shadowgate Famicom cover reminds me of how many Western RPGs were treated when ported to the FC:



It's funny to consider the evolutionary through-line that led to this. It's American D&D filtered through computer games and shounen manga that led to Dragon Quest, and then the Dragon Quest styling is papered over this British D&D-influenced computer game. I love it.
It's especially interesting when you consider how the NES game took the Japanese box for inspiration but reworked the art for American players via the fantasy book filter:

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Old 09-10-2018, 08:36 PM
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I love it.
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  #33  
Old 09-10-2018, 08:43 PM
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The GBA ports of Breath of Fire and its sequel have some AMAZING cover art for their Japanese boxes by Tatsuya Yoshikawa, who started working on the series with the original PS1 release of III. I personally put II on my list at #6:



This is a bit small, so let me drop the full non-logo version:



Absolutely gorgeous. And I'll drop the non-logo original as well:



I ALMOST included this one on my list too. I really do like Yoshikawa's style in this franchise.
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  #34  
Old 09-10-2018, 09:13 PM
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Default an unscheduled intermission / Seventh-inning stretch

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Originally Posted by Dracula View Post


CLASH PENNANT RACE 2

I have nothing to add to this that isn't evident in the image.
So what's evident to me is that pitching bear is feeling a little bit of pressure (based on the sweatdrop) but is holding it together. Cube-head in the upper left is under a bit more pressure than the bear and seems to be forcing a smile to try and deal with it.
Batting dog, on the other hand, looks to be under a ton of pressure and on the verge of a massive nervous breakdown. Also, dog and bear appear to play for different teams.

What isn't evident to me is what the hell cube-head and cylinder-head with toothpaste tube hat (at least I hope that's a hat) are supposed to be.

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Man, it's just astonishing how unrepentantly 1970s those early Atari 2600 game boxes are.

When the 1980s rolled around, the artwork changed accordingly, becoming more sleek and dynamic. And no more bowl haircuts and porn-staches!
So is this 70's or 80's Dungeons and Dragons art?


Facts (Note: I fell down quite the internet rabbit hole while researching this cover and found a lot of interesting info. But I have tried to condense it down.)
Dark Chambers is a hack and slash dungeon crawl released in 1988 for Atari 8-bit family computers, the Atari 2600 and the Atari 7800. The gameplay is similar to Gauntlet because both Gauntlet and Dark Chambers are based on an earlier game called Dandy that was first released for Atari 8-bits in 1983 via Atari Program Exchange (APX).

Dandy started its life as a project/game called Thesis of Terror which was created by John Howard* Palevich for his bachelor's thesis at MIT. After graduating he started working for Atari and continued developing the game. Eventually the new name Dandy (which was "a play on the phonetic pronunciation of D and D, which at the time was a generic term for dungeon adventure role-playing games") was chosen for the game and then it was released via APX.

[Source: https://en.wikipedia.org/wiki/Dandy_..._game)#History]

Here's a brief video of gameplay footage of Dandy on the Atari 8-bit and a longplay of Dark Chambers on the Atari 7800 so you can see this for yourselves.

*Or maybe Jack Palevich. There is some confusing information about this but John Howard seems to be the name that shows up more often.
"So what the heck was Atari Program Exchange?"
Quote:
Atari Program Exchange (APX) was a division of Atari that distributed software for the Atari 8-bit family of home computers through a quarterly mail-order catalog. APX allowed all programmers, not just professionals, to submit their programs for commercial distribution. If selected, that program was added to the catalog along with the credit to that programmer.
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  #35  
Old 09-10-2018, 10:49 PM
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Yep, I knew about the Dandy/Gauntlet connection. Guess Palevich got pretty mad that Atari lifted the idea from him, so they appeased him with a Gauntlet arcade cabinet delivered to his home. I don't know the full details behind Dark Chambers, but it was always clear that it took lots of inspiration from Gauntlet and/or Dandy.
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  #36  
Old 09-10-2018, 10:51 PM
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Quote:
Originally Posted by Dracula View Post
Incidentally, from what I've read, the goofy localization comes from how the game is written in second-person in English (I.E., "you pick up the key and die horribly"). It's not really possible to write that way in Japanese while sounding neutral - every version of the word "you" is loaded with some sort of connotation that would make the text sound condescending, too friendly, or what have you. So they were sorta hamstrung into the choice they made.
So the silly first person localization was a result of second person dialogue not working well in Japanese? Very interesting.

Quote:
Anyway what I actually came here to share was



CLASH PENNANT RACE 2

I have nothing to add to this that isn't evident in the image.
I immediately looked up more of Tetuya Kitada's work after seeing this cover and it is amazing. Dude's really good at making kinda weird western-ish art.
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  #37  
Old 09-11-2018, 10:05 AM
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#4


The last of the original Layton & Luke Trilogy. The Unwound Future shows our heroes in a typical heroic pose and yet... Hershel looks decidedly unsettled, an element of disquiet pierces his calm demeanor. I overlooked it at the original release, just eager to have another Layton game. Hindsight being 20/20, I see now the good Prof. was warning me about the gutpunch to come.

Last edited by Daikaiju; 10-01-2018 at 04:44 PM.
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  #38  
Old 09-11-2018, 10:22 AM
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The late, great model builder, sculptor, concept artist and creature designer Yasushi Nirasawa worked in many mediums throughout his life and career, sometimes intersecting with video games. In western discourse, if people are aware of him it might be through an unflattering lens as one of his last projects was being one of several guest artists recruited to design demons for Shin Megami Tensei IV, and that was a raw deal for anyone involved no matter their individual talents. Outside of concept art though, Nirasawa is (or should be) famous for his contributions to video game box art, showcasing his extreme craft at model making, set design and photography.



Beast Warriors / JP / Mega Drive / 1991




A-Rank Thunder Tanjouhen / JP / Mega-CD / 1993
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  #39  
Old 09-11-2018, 11:12 AM
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Looking him up, I see Nirasawa designed the version of Gigan from Godzilla Final Wars! Cool! Gigan sorta stuck out in that film as being radically different from his original design, where most of the other Kaiju more closely resembled earlier versions of themselves. But Gigan was all leather and chainsaws. Good stuff.

These two cover arts remind me of the Famicom cover for Warwolf (AKA "Werewolf"), but I don't see that Nirasawa was credited for this.

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  #40  
Old 09-11-2018, 05:00 PM
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Man, you can find some real doozies with the right search engine term. Here's a few from Sirius Software, a computer game company that was considered an industry leader until 20th Century Fox decided not to pay them for their work.



"Welcome to our humble planet! Have a complimentary firearm, courtesy of the Grud Chamber of Commerce."



Nice of Sirius to let the third grade class of Wilkerton Elementary School do the honors for this one.



There have been many, many snake games in the years since this was released, but none have made you feel this much pity for an apple.
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  #41  
Old 09-12-2018, 01:37 PM
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Default #19 on my list of box arts

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Originally Posted by Daikaiju View Post
Activision's River Raid thrust you into battle. The trademark rainbow action lines
Speaking of Activision's trademark rainbow action lines*, here we have another example of them with my next picK:


I like how the action lives curve around and then split into the different groups of enemy "ships". The bright colors pop against the black background in a very eye-catching way. It's also interesting how the enemies are both quite accurate to the in-game graphics but completely incorrect about what the graphics are supposed to represent. I find it simple and uncluttered but it still has enough there to draw you in and convey what the game is about.

Quote:
Megamania is a 1982 fixed shooter for the Atari 2600 that was developed and published by Activision. In 1983 it was ported and released on the Atari 5200 and Atari 8-bit family systems.
*I do think it's kind of a shame that Activision stopped using them.


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Originally Posted by ArugulaZ View Post
Yep, I knew about the Dandy/Gauntlet connection. Guess Palevich got pretty mad that Atari lifted the idea from him, so they appeased him with a Gauntlet arcade cabinet delivered to his home. I don't know the full details behind Dark Chambers, but it was always clear that it took lots of inspiration from Gauntlet and/or Dandy.
As far as I can tell from what I have read Atari developed it based on Dandy and even credited Palevich in the instruction manual(s) for Dark Chambers. Which is somewhat surprising considering Atari's stance on crediting developers in the 80's.

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  #42  
Old 09-12-2018, 02:12 PM
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An undervalued element of box art is the integration and use of text copy. Some of it's descriptive text, some of it's atmospheric text, some of it's advertorial text... but in all cases, I'm elated to see it and witness how it's utilized to emphasize certain aspects of a game. Some of the following have made me feel sorrow, excitement, dread and joy in alternating measures, and those are all good impressions to be left with. Take this journey with me!



The Atlas: Renaissance Voyager / JP / Super Famicom / 1995

We'll get to the rest of Artdink yet. Lovely tagline.



Baroque / JP / Saturn / 1998



Toshinden / JP / PlayStation / 1995

Toshinden was right to be pumped about early 3D visuals.



Toshinden URA / JP / Saturn / 1996



Christmas NiGHTS into Dreams... / JP / Saturn / 1996



ClockWerx / JP / Saturn / 1996



Code R / JP / Saturn / 1998

I think about this cover often.



Crying: Aseimei Sensou / JP / Mega Drive / 1992

This is a huge favourite. All the imagery is purely suggestive, and the game's title and the text copy create an entirely melancholy mood for what could be sold as just another shooter, but there really was a vision here for something different.



D no Shokutaku 2 (Eclipse Edition) / JP / Dreamcast / 1999

So spooky, so metatextual, so very anticipatory. The most Kenji Eno cover.



Dragon Ball Z: Super Saiya Densetsu / JP / Super Famicom / 1992



DecAthlete / JP / Saturn / 1996



Deep Fear / JP / Saturn / 1998



Derby Jockey 2001 / JP / PlayStation / 2001

You perhaps wouldn't think it, but horse-racing video games have some pretty amazing box art to them.



Front Mission / JP / Super Famicom / 1995



Gallop Racer / JP / PlayStation / 1996



Kaze no Klonoa: Door to Phantomile / JP / PlayStation / 1997

Perfectly communicative of the game's tone and ethos.



Kidou Soukou Dion / JP / Super Famicom / 1992



Lord Monarch First / JP / PC / 1997

I love this because it's only trying to reassure the viewer. What a friendly game!



Kaze no Densetsu Xanadu II / JP / PC Engine CD-ROM² / 1995



Metal Gear / JP / MSX2 / 1987



Moonlight Syndrome / JP / PlayStation / 1997

Human are one of the most consistently creative box art creators in the business. That writing!



Navitune: Dragon Koukaiki / JP / MSX2 / 1989



NiGHTS into Dreams... / JP / Saturn / 1996

Like, see, this can be reduced to ad copy, but it's communicating it in a way that emphasizes the emotions players feel when interacting with the game. It's confident that the memories you'll retain from the experience are what matters.



Pac-Mania / JP / MSX2 / 1989



PAQA / JP / PlayStation / 1999

"This is a kind of a big adventure story. You'll think he is an alien. Unfortunately he is NOT your friend. Good I hope." What else is there to say?



Pet in TV with my dear Dog / JP / PlayStation / 1999

This was in the running for my top box art. DOG MOVE. INTERNET.



Populous II: Trials of the Olympian Gods / JP / Super Famicom / 1993



Rage Racer / JP / PlayStation / 1996



R4: Ridge Racer Type 4 / JP / PlayStation / 1998



Return of Double Dragon / JP / Super Famicom / 1992

I like this because it frames the Double Dragon premise in an unusual way, being more invested in Marian's point of view.



R-Type Complete CD / JP / PC Engine CD-ROM² / 1991

Maybe the most frightening box art ever made. Suffocatingly foreboding and ominous.



Serial Experiments Lain / JP / PlayStation / 1998

make me sad. make me mad.



Sonic the Hedgehog CD / JP / Mega-CD / 1993

The most inspirational box art ever made.



The Screamer / JP / PC-8801 / 1985



Ultraman / JP / Mega Drive / 1993



Valkyrie Profile / JP / PlayStation / 1999



Virtua Fighter 2 / JP / Saturn / 1995



World Heroes Perfect / JP / Saturn / 1996



Ys II: Ancient Ys Vanished - The Final Chapter / JP / MSX2 / 1988

An extremely fascinating way to sell a game: just stating that the people who made it wanted to.



Ys III: Wanderers from Ys / JP / MSX2 / 1989

I think I've cried at this cover a few times.



Ys IV: The Dawn of Ys / JP / PC Engine CD-ROM² / 1993
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  #43  
Old 09-12-2018, 02:17 PM
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Yep, early Falcom had some damn gorgeous box art.
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  #44  
Old 09-12-2018, 02:25 PM
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Really good post, Peklo. I've always enjoyed the way Japanese translates literally into English, and many times it creates a sort of half-nonsense poetry when you have people who have a little knowledge of the language writing sentences like this. Phrases like "go ahead, Snake" and "burning blood" are unique, but only appear when an "incorrect" localization occurs.

As another example, there's a Transformers series from the early aughts where the standard catchphrase "more than meets the eye" was translated into Japanese, and then re-translated back into English for the packaging. It came out as "the truth that the eyes met before." Sort of weirdly beautiful and evocative in its wrongness.
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  #45  
Old 09-12-2018, 02:33 PM
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#5 Missle Command Atari 2600


This is another from Atari's Sober Men Doing Important Things Era. A cross between ultra realism and Buck Rogers/Battlestar Galactica, I still marvel at the grace under pressure displayed by the launch tech. Singular enough to be the key art for The Art of Atari

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  #46  
Old 09-13-2018, 09:58 AM
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Hydlide is a series that's extremely influential for the development of RPGs and open world games both, with game developers from your Kojimas to Kamiyas acknowledging its effect on their own work. As such, the box art for the games do not highlight a particular character as a centerpiece; rather the vast world itself is the star here. I really love their promise of weird and wonderful places to explore.



Hydlide / JP / MSX / 1985



Hydlide II: Shine of Darkness / JP / MSX / 1986



Hydlide 3: The Space Memories / JP / MSX / 1987

~Bonus Round~

1995's Virtual Hydlide would remake the first game in the series, and result in one of the most aesthetically amazing and appealing games ever made. A combination of digitized live actors and enormous randomly-generated lands and dungeons, it's an ambitious and dizzyingly expansive take on the open world wandering the series pioneered. With the new presentation also came a new direction for the box art, here embodied in differing ways depending on region, but both embracing the hokey charm to its fullest. The European cover is one of my favourites of all time.



Virtual Hydlide / JP / Saturn / 1995



Virtual Hydlide / EU / Saturn / 1995
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Old 09-13-2018, 08:26 PM
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Default #19 on my list of box arts and a little more

My next pick is the Japanese version of the Ninja Gaiden 2 NES/Famicom cover:

Ryu is front and center either unsheathing his sword in preparation for battle or sheathing it at the end of battle. I didn't notice at first but he is doing the ninja thing of standing/walking on water in a bay with the lights of the city's night skyline behind him. Looming over all of this is an impressive looking but engimatic Chinese dragon clutching a mysterious orb. It all makes for a very dramatic cover that hints at action instead of directly showing it. One reason I liked this cover more than the US version is that the US version changed the dragon's eyes and added some lighting effects to the orb which seemed to me like trying to "gild the lily" and detracted from the art instead of adding to it. (On a side note, Ryu still is not skipping arm day.)

Quote:
Originally Posted by Facts
Ninja Gaiden 2: The Dark Sword of Chaos is a 1990 action platformer for the NES / Famicom that was developed and published by Tecmo. It is a sequel to the first Ninja Gaiden.

It was known in Japan as Ninja Ryūkenden II: Ankoku no Jashin Ken (忍者龍剣伝II 暗黒の邪神剣, lit. Legend of the Ninja Dragon Sword II: The Demonic Sword of Darkness).
Quote:
Originally Posted by BEAT View Post

Europe famously had a bunch of weird rules about what words you could use to describe a man wearing pajamas running around downtown murdering everybody with a sword. As such Ninja Gaiden was renamed to Shadow Warriors thus saving an entire generation of children from knowing the name of the most awesome profession of all time.
Continuing this theme - Ninja Gaiden II was titled Shadow Warriors II: The Dark Sword of Chaos in Europe. I think the European cover is lame and not really interesting so I'm not going to include it (but the Ryu on it still has jacked arms). Also, apparently it was 4 years after its initial release before the game was released in Europe.

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Originally Posted by Peklo View Post
the box art for the [Hydlide] games do not highlight a particular character as a centerpiece; rather the vast world itself is the star here
Those are some good covers.

I think I like this one the most:
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Hydlide / JP / MSX / 1985
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  #48  
Old 09-15-2018, 01:59 PM
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Default #17 on my list of box arts and

While I appreciate covers that show you the in-game action I think an even better thing for a cover to do is to make you feel like you are involved in and part of the in-game action.

Which is what happens with the cover for Joust for the Atari 2600:

Granted that's probably not exactly how you want to be involved in this case* but it still works for me.

Below the title the cover prominently features the knight and his Struthio steed portrayed in bright "heroic" colors against a black background with other gameplay elements portrayed behind them. The dynamic nature of the art is enhanced by having elements of it extend beyond the image and affect other parts of the cover.

One other thing I like about the artwork is how the ostrich's feathers are echoed in the knight's winged helmet (but I'm not sure why the knight's helmet also has Cyclops' visor).

*Bad pun : Getting a nice bird's-eye view of the action.

Quote:
Joust is a 1982 action game for the arcade that was developed and published by Williams Electronics. It was ported to the Atari 2600 in 1983.

In addition to having an incredibly long and detailed wikipedia page it also has a sizable number of spin-offs, clones and re-releases.
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  #49  
Old 09-15-2018, 02:35 PM
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Splatterhouse is one of my favourite video game series by multiple metrics. I love its single-plane beat 'em up mechanics that are deceptively simple yet engaging to fully master and apply into flawless play, I love its combination of mundanity and gross-out imagery, I love its fantastic camp horror soundtracks (especially those by Eiko Kaneda, one of the best Mega Drive composers ever), and related to and above all, its complete dedication to an off-kilter tone that casts both the horrific and humorous in an exaggerated light through use of juxtaposition and contrast. These are some of the most fun games you can play, because they take what's macabre and twist it just so that it's light-hearted in its treatment as well. The covers to the series hopefully embody these aspects as well as I think they do.



Splatterhouse / JP / PC Engine / 1990




Splatterhouse Part 2 / JP / Mega Drive / 1992




Splatterhouse Part 3 / JP / Mega Drive / 1993


Splatterhouse Part 3's cover art is by Julie Bell, certainly one of the most interesting artists to ever work in the medium. A former professional competitive bodybuilder, Bell would become a painter of fantasy, video game, comics and fine art, and also model for fellow artist Boris Vallejo, whom she'd marry. Her work deals in huge, muscular bodies glistening with power informed by her own background, which lends itself well to the third Splatterhouse where Rick is more physically imposing than ever before.

~Bonus Round~



Splatterhouse: Wanpaku Graffiti / JP / Famicom / 1989


So as to firmly establish that Splatterhouse was always informed by a certain camp sensibility, Wanpaku Graffiti exists to joyously and lovingly skewer the few pretenses to solemn seriousness remaining to it. It's a delightful mirror image working off of extant elements, framing them even further askew.

Last edited by Peklo; 09-15-2018 at 02:48 PM.
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  #50  
Old 09-15-2018, 11:15 PM
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I love that Julie Bell piece. I'm glad they left it intact for the US release of the game. The contrast between Rick's grinning mask and the snarling hellbeast is brilliant.

Wanpaku Graffiti is a game I'd like to own in its box at some point. My cart copy has a tear in the label that chopped out Jennifer, and that just won't do!
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Old 09-16-2018, 07:13 AM
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A man straight-up punching a snake in the face is one of those visual motifs that I can't help but love
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Old 09-16-2018, 08:01 AM
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Quote:
Originally Posted by Dracula View Post
Anyway what I actually came here to share was



CLASH PENNANT RACE 2

I have nothing to add to this that isn't evident in the image.
Best art yet posted in this thread, goddamn. Extraordinary! I love it.
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Old 09-16-2018, 10:34 AM
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#6

StarTropics's cover is from the ideaology of Less is More. A nighttime scene of a nondescript tropical island, dramatically lit by a falling star. A small cave sits in the foreground, hinting at adventures below ground as well as above. It fired my imagination something fierce back then.
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Old 09-16-2018, 10:51 AM
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When we think of Castlevania box art, what comes to mind first? Is it the iconic Frazetta-like warrior posturing at Dracula in the heavens? Tom Dubois's hyper-packed compositions and bulging protagonists? Any number of Ayami Kojima's romantic heroes? The Konami the Best existential vortex?? The series has existed for a long time and seen many driving forces and directorial shifts during its tenure, and all of them have left a mark on its collective identity in some way. For today, I'd like to focus on the period of '89 to '91, which saw no less than four games in the (main) series, all ranging from good to excellent.

More pressing to the topic is that their box arts unify them in a way not often seen in a series that's valued as much for its range of artistic expression as it is for its consistency in quality. There is an uncanny quality to the way human bodies and features are captured on these boxes, unconcerned with depicting people at their most photographic or beautiful. Faces warp and sneer or present the visage of a death mask, bodies stand stiffly and almost awkwardly, unsure of how to reconcile their tree-trunk musculature. These aren't the visions of power and beauty the series customarily offers; these are the horror roots the series is inextricably tied with put under a magnifying glass, emphasizing the human and the fallible through a fantasy adventure context.



Dracula Densetsu / JP / Game Boy / 1989




Akumajō Densetsu / JP / Famicom / 1989




Dracula Densetsu II / JP / Game Boy / 1991


Christopher Belmont is a rarity in a series that usually features youthful heroes in starring roles. We have the mid-fifties Julius Belmont as a supporting character in the Sorrow games, but Christopher in Dracula Densetsu II is the only main protagonist of the series who could be read as middle-aged, and his depiction on the game's box is a big part of that interpretation. It's one of the many appeals of this particular cover, together with excellent composition and colours.



Akumajō Dracula / JP / Super Famicom / 1991
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Old 09-16-2018, 02:51 PM
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Quote:
Originally Posted by Peklo
their box arts unify them in a way not often seen in a series that's valued as much for its range of artistic expression as it is for its consistency in quality.
It is interesting how the covers use similar motifs and design elements but all appear very distinct from each other. But I find it odd that the artists so often depict the Belmonts with a sword (and sometimes with a shield) that they rarely ever have in-game.

While I was compiling my list I found many covers which didn't make my list but which I still found interesting - like the following cover for Castlevania: Dracula X.

Since it's from a later period (1995) it uses a different style but it still has some of the same motifs and design elements as the covers Peklo posted.

The BOX=ART database has a brief analysis of that cover and how it fits into the realm of Castlevania covers which touches upon ideas that are very similar to Peklo's:
Quote:
Originally Posted by BOX=ART (with some editing)
Castlevania: Dracula X would nestle between two distinct periods of the series’ artistic direction.

Before, Konami had the Belmonts as brawling and anglicised, and their box arts reminiscing 1980’s action movie posters (Castlevania / II / III, Super Castlevania IV, Castlevania X68000 and the Game Boy series). After, saw Ayami Kojima’s delicate, effeminate and fine art take on horror, starting with Castlevania: Symphony of the Night.

Akihiro Yamada's artwork [for Dracula X] would bridge these two periods with his unique style of heavy inking combined with pastel tones, retaining the muscle-bound hero but giving the cover art a more distinct Japanese-anime look.

(from http://www.boxequalsart.com/)
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Old 09-16-2018, 03:35 PM
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Well, sort of similar. I was trying to express that there isn't a single, simple artistic shift in the series with CV1 at one end and Symphony of the Night at the other. There are multitudes of tonal and stylistic choices within those particularities, which is why I highlighted the covers I saw as representing one such direction above.

I'll do a post on Yamada later because there's a lot to talk about with him. The Dracula XX cover was a desperate cut I had to make for my list in the other thread.
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Old 09-16-2018, 06:31 PM
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That XX cover for the SFC version is the only thing I like about that game. (Well, other than the whip crack sound effects.)



This Drac face scared the shit out of me as a youngster. But I never had Castlevania: The Adventure - instead, I saw it on a poster:



CV IV was one of the earliest games I owned, and I'm pretty sure this came packaged with it. I had this poster stuck to my wall all the way until college. I'd drawn my little cartoon characters wandering around on the letters during a day of boredom. But you may notice that the instructions say to use the reverse side as a poster - the one with the illustration collage - I hung up the advert side instead. So I wouldn't have to see Drac.
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Old 09-16-2018, 06:43 PM
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Akihiro Yamada is an illustrator, concept artist and character designer who's worked on several video games in his career. Outside of video games, his work can be seen in projects like The Twelve Kingdoms, RahXephon and Record of Lodoss War. His art style brings with it a very textured quality--wrinkles and creases dominate the view as painstakingly rendered fabrics and anatomy spring to life contrasted with hard, solid shading. At the same time, there's a gradual softness to the way Yamada uses colour, and his palette is devoted to earthen tones, bathed in various browns and greens. There's an impression his art gives as if it was printed on old, yellowing paper stock--and looking at it makes one feel as if a long-lost treasure was being rediscovered before your eyes.



Black Rainbow / JP / PC-98 / 1990 (art)



Black Rainbow II / JP / PC-98 / 1992 (art)



Ancient Magic: Bazoo! Mahō Sekai / JP / Super Famicom / 1993 (art)



Might and Magic III: Isles of Terra / JP / PC Engine CD-ROM² / 1993



Ex-Lander - Aoki Monshou no Kishidan / JP / PC-98 / 1993 (art)



Wizardry I・II / JP / PC Engine CD-ROM² / 1993



Wizardry III・IV / JP / PC Engine CD-ROM² / 1994



Mystic Ark / JP / Super Famicom / 1995 (art)



Akumajō Dracula XX / JP / Super Famicom / 1995

Posted once, posted again, a cover this good deserves the praise. The European title for the game was Vampire's Kiss, and I understand the choice as this is probably Dracula at his most sensuous as depicted in the series at this point.



Shippū Mahō Daisakusen: Kingdom Grandprix / JP / Saturn / 1996



Terra Phantastica / JP / Saturn / 1996



Milandra / JP / Super Famicom / 1997



Mystic Ark: Maboroshi Gekijo / JP / PlayStation / 1999 (art)

Could've included this in the copy post, but here it is regardless, and it's wonderful.



Shinkai Densetsu Meremanoid / JP / PlayStation / 1999 (art)



Saiyuki: Journey West / JP / PlayStation / 1999
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Old 09-16-2018, 06:50 PM
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My absolute favorite piece of cover art ever. I hunted down a version without any of the branding, etc, and it's been my phone background for years.
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Old 09-16-2018, 08:21 PM
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Quote:
Originally Posted by ShakeWell View Post


My absolute favorite piece of cover art ever. I hunted down a version without any of the branding, etc, and it's been my phone background for years.
If you had voted in the top 50 then Life Force might have placed higher than #28 but it did still place without you (and got the ol' BEAT treatment).

Last edited by Torzelbaum; 09-18-2018 at 09:18 PM.
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