So hey, howsabout that Odin Sphere segment on the latest 1UP Show? I don’t come off like too much of an ass, although through a strange trick of editing they managed to pick only the parts where I repeat myself. The original talk lasted more than 20 minutes, and a constant stream of random interruptions forced us to restart certain segments… so I seem a bit redundant, that’s why. Oh, the random Kirby ball was originally there for a reason — we started the talk by discussing how Odin Sphere is so awesome that we wanted to surround ourselves with spheres day in and day out — buuuut since that part was trimmed out I’m just holding a random Kirby ball for no damn reason. Yeah. Awesome.
Anyway, I think it’s time for another Odin Sphere-inspired blog post. Be warned, I’ve got a ton of these.
I guess it’s pretty much a given that any discussion of Odin Sphere is going to spend much of its time strolling along the well-worn path of OMG SO PRETTY. And that’s because, well, it is pretty. Seriously, it’s a gorgeous game that sets a benchmark for 2D visuals in a place no one could even imagine. The realization blows the average mind, right out the top, jaw-dropping amazement blasting high into the air like spume from a whale’s blowhole.
For all the talk about the game’s stunning good looks, though, it seems like one important aspect of the game is being totally ignored: The color design. No surprise, that; color is the John Paul Jones of graphic whoredom, always overlooked in favor of the flashier elements like poly count, framerates, character design, animation, etc. But color is important! In fact, it’s just about the single most important factor in creating a cohesive visual style. Obviously, it’s important to have characters and environments that look like they belong together, but creating a harmonic palette is the key to pulling everything into a unified whole. And this is one area in which Odin Sphere excels.
It’s remarkable to see because so few games actually use color, or at least use it well. The prevailing philosophy in game design seems to be that everything will seem more realistic if it’s drab, or else you need to dump the entire spectrum in there to make it pretty (ideally with lots of glowing neon effects). Odin Sphere is colorful — extremely colorful — but its use of color is also restrained, tasteful and well-conceived.
The game begins in a battle-torn desert with a blazing orange sky in the background — is the light from a sunset? Burning debris? Either way, its light is picked up in the foreground sands, making them richer and more interesting than your typical desert environment.
Soon the scene shifts to a forested area where the tones shift from brown to green. Still, there’s an earthy undercurrent that makes the levels feel… woodsy? Yes. The palette here is very warm, from the plants to the yellow light that suffuses the background. Cool colors are mainly used for shade in foreground elements that help frame the action in the middle distance.
In both cases, the background color palettes use a fairly limited portion of the spectrum, which helps draw a clear distinction between scenery and characters. Gwendolyn’s vivid blues and purples pop from the desert browns and silvan greens, as do Velvet’s reds. Still, despite sticking to a specific portion of the color wheel, Odin Sphere’s backgrounds demonstrate a painterly use of hues, tints and shades within those palettes.
And that’s the real trick that seems to elude a lot of game designers. You can have colorful graphics that are nevertheless subtle — and tasteful doesn’t have to mean bland. On the contrary, selective color choice is a great way to be expressive, to communicate a concept visually and create an atmosphere.
Take the disparity between Odin Sphere’s different “civilized” areas. The two upper images there are set in the streets of the Valhalla-like Nebulapolis, a city of warriors ruled by King Odin. It’s a majestic place, but it’s also cold and impersonal, like its king — geared toward war and honor rather than compassion and peace. And the colors are cold as well — not just the glowing blue palace in the background and the starry skies, but also the foregrounds. Unlike the desert and forest areas, the browns in Nebulapolis use cool tones to give an impression of a foreboding, joyless empire.
Compare that to the warm interiors in the small village of animal people (whose name escapes my feeble mind at the moment). Lit by candle and firelight, they’re warm, inviting and cozy — the sort of place you go to be pampered by curious anthropomorphs. Which of course is precisely what happens in these little shops; you order up food and crank up your character’s stats. Nebulapolis, on the other hand, isn’t about nurturing, it’s about fighting and political machinations and a complete jerk for a king.
And so on and so forth — see the grassy knoll lit by cool moonlight to give the impression of nighttime. See the icy mountain from which dull granite slabs jut — somehow creating a far more oppressive sensation than ice alone would.
Man, what a beautiful game.
A few other titles come to mind when I think of good color design, too. I mean, it’s not like Vanillaware has the market cornered or anything.
I have to mention Fumito Ueda’s stuff, of course. Ico and Shadow of the Colossus have an ethereal, dreamlike quality that’s largely the product of the “overexposed” lighting and the desaturated color he uses in his work. Well, I assume it’s his call; he’s credited as game designer on both, with an army of character and background designers. So it would stand to reason that Ueda’s the mastermind.
In any case, Ico was an extremely grey and bleak game, but tricks of the light made it look much more exciting than you’d expect from an abandoned castle of death. Shadow of the Colossus was a far more open and expansive game, but it maintained its predecessor’s wistful tone in part through its washed-out appearance. Not that washed-out is not the same as dull; Shadow is a gorgeous game of sweeping horizons and stunning vistas (to say nothing of the big-ass colossi themselves). But the desaturated colors give it a unifying look and style.
But if you want the textbook example of brilliant graphics through better color design, look no further than the works of Hiroshi Minagawa.
Artist Akihiko Yoshida usually gets all the credit for making games like Vagrant Story and Final Fantasy XII look so damn good, and yeah, he deserves a good hearty pat on the back. But really, Yoshida’s main role is to sort of define the general look of the game, the world, the characters. It’s up to Minagawa to supervise Square Enix’s tiny army of graphics people and make sure they create a consistent vision of Ivalice.
Which he does with aplomb! And much of this success stems from the fact that the Ivalice games, unlike the more mainstream Final Fantasy games, use color tastefully. That’s in stark contrast to nearly every other FF since VII — games whose worlds are the brainchildren of Tetsuya Nomura and, to an even greater degree, Tetsuya “T^2” Takahashi (not to be mistaken for the Xenogears dude). Their approach to design seems to involve vomiting neon lights and bizarrely rococo carapace-like shells across every surface. Which, you know, is fine. If you like vomit.
I vastly prefer Minagawa’s aesthetic, though. It has much more to do with sparing use of color, building a world with lots of neutrals and defining tone by tinting the browns and greys with warm and cool accents. The reason Vagrant Story is the best-looking game on PS1 has everything to do with this adherence to a strict, restrained palette (which did occasionally fall by the wayside in favor of garish lightsourcing in places) as well as brilliant attention to detail — the backlighting on Ashley in that upper-right picture, for instance.
And FFXII pulled out all the stops in order to become the best-looking PS2 title ever made. About the only interesting thing I learned at the FFXII Post-mortem talk at GDC this year was that about 70% of the labor involved in FFXII’s creation was graphic-related — and it makes use of really brilliant but subtle effects as a result. The use of atmospheric color (above right) does a lot to add uniformity to the game while simultaneously giving it added visual interest. When you think sewers in video games, you normally think dingy, grey and boring, but the sewers of Rabanastre use a sort of monochromatic blue light both to give a sense of scale and distance as well as add some visual contrast to the brown stone.
I guess this is a little Japan-heavy in focus, but Americans make effective use of color, too. For all I bag on Gears of War (MORE LIKE GREYS OF WAR AMIRITE), it definitely has a distinct look, created in large part by sparing use of color. Granted, most western-developed games tend toward the dingy and boring (Oblivion) or the garish and eye-burning (WoW), but most Japanese games look pretty assy, too.
And that is why you should buy Odin Sphere. The end.
Wow! That was boring. I gotta put that art degree to use one way or another, though. Look, Mom, my tuition wasn’t a complete waste. Happy Mother’s Day.
30 thoughts on “More songs about odins and spheres”
i agree with this post.
i’m glad folks like vanillaware exist.
Love the John Paul Jones reference; a member of my family works as a historical guide in a house JPJ once boarded in here in Portsmouth, NH.
Please Parish, do yourself a favor, acknowledge the existence of the Amiga for a while and play Shadow of the Beast 1, 2 and 3. You will see some of the best non japanese examples of all that stuff you just talked about.
This whole drab colour thing is all because of programming restrictions:
The Unreal Engine has an IsBrown flag. If it’s true, you can use brown and only brown. If it’s false, you can’t. They did it for the original Unreal to save on rendering time, and it took Epic several years to reverse that design decision for Gears of War.
Oh, and I think Lucas Arts’ Full Throttle (available for Mac!) is pretty bad ass in the color department too.
FF12 definatly got the ‘living city’ look down pat. Even the non-talky NPCs seem to have importance as they haggle at stores or just wander through the streets. The woman behind the curtain at Old Dalan’s place and the kids under the Dragon Skull at Mt.Bur Omisce are good example. You can’t talk to to them, don’t know why they are there, but they add to the entire experiance.
I started a replay of FF XII yesterday, and I was just thinking about how beautifully colored Rabanastre is. I couldn’t quite decide if it would be best described as “subdued without being drab” or “lively without being garish”. The fact that both descriptions fit is pretty high praise, I’d say.
The whole time I was reading that bit about Odin sphere, I kept thinking of Final Fantasy XII and its colors. So I’m glad that you mentioned it, since it implies that I actually sort of understand all this talk of color and stuff. I’m one of those people who can appreciate it when it works, but I couldn’t tell you WHY, exactly, it worked in a particular game. Of course, I just got done replaying a boss fight from FFXII, so it was on my mind, anyway. Hadn’t realized how much I missed the world that game has to offer. The only thing stopping me from replaying it all over again now is, well, the time investment it would require and the fear that I would get burnt out on or tired of the story and characters. Er, yeah… now THAT, what I just said there, was really boring.
Older games are exempt from this discussion because the limitations of technology made selective color usage almost a necessity. And alas, no one is making SCUMM games anymore. Sad face.
Keep using words like “spume” and you’ll find yourself with an X rating Mr. Parish.
Am I the only one who thinks Elemental Gimmick Gear (EGG) should be on that list? (Yes) Sigh. But yeah, I mostly concur.
Don’t mention Odin Sphere until about the 23rd…I’m stoked on this game and I do not want to hear a peep about the game, even if it is about the visuals.
Wierdly enough, my bro is the complete opposite. He knew everything about GTA: SA before it came out.
If you read about what goes on in/every aspect of the game, then what’s the point of even buying it?
If you don’t want to read about video games, what’s the point of going to a site where video games are the main topic?
granted, the colors in ffxii looked good… but didn’t the visual fidelity simply highlight how silly it looked to have people fight hundreds of forest creatures in their underwear?
HAW HAW YEAH
well, HAW HAW all you want, but one of the nice things about shadow of the colossus adopting both a sophisticated color scheme and non-silly character design was that I didn’t have to adopt the usual indignant embarrassment when my girlfriend happened to see what I was playing…
Oh, c’mon. No older games? You are so boring. Well, check Resident Evil 4 then, best use of browns ever. Ooops. Japanese though, sorry.
Also: I think Roger Dean had something to do with the way Shadow of the Beast looks. But, the problem with Shadow of the Beast is that it’s form over substance. It seems Roger Dean likes that type of thing. But what a beautiful form it is though.
Yay Talking Heads reference!
rez also has a wonderful use of color, with a dominant hue for each level, fun interplay between color and line as well as several different palettes being available in the extra “beyond” mode.
Oh my god, you’re right. That really was boring.
My only knock on FFXII would be no 480p
“granted, the colors in ffxii looked good… but didn’t the visual fidelity simply highlight how silly it looked to have people fight hundreds of forest creatures in their underwear?”
I always just figured it was hot as hell in Rabanastre. That still doesn’t really justify Ashe’s completely insane (but delightfuly colorful!) outfit. And Fran, I guess. But she’s a rabbit woman. You know how those people are.
More art/color critiquing here in the future, please. Personally, I would love to see Atlus’ own in-house PS2 masterpiece, Shin Megami Tensei 3: Nocturne, examined.
Don´t you feel these type of things should actually be included in reviews? There should some place where a review is more that the feature list and a personal take about if you are going to like or not the game. A true work of criticism.
I doubt any commercial site will go there as a whole, even Parish talking of the game got a bad editing in the 1UP Show and even if this post is now part of the whole coverage of the game in 1Up, it feels like something that only can be discussed in a blog.
Well, Acosta, I’m sure that would be very well executed by someone who actually knows about video games. Not Parish. I mean, Parish is extremely biased towards certain types of games up to the point where he completely ignores important pieces of gaming history and gaming… stuff, like, hates RTS games for example, or he is extremely japan centered also. He is good and has good taste, he is just not the one for writing about video games in a credible way. Me? Na, I only like old adventure games and I’m still waiting for the next Tex Murphy game. Also, Syberia and The Longest Journey make awesome use of colors. Syberia actually manages to effectively use a lot of white and copperish tones.
Ohhhh… you’re one of those people.
Me neither, mr_bungle700. I’m not sure who came up with that law either. But I am certain credibility is overrated. Oh, I did mention I am biased towards adventure gaming. Like, totally.
I’ve always liked the way Blizzard handles its art design. Some people would probably call the colours garish but the settings and characters are distinct and hold together pretty well. I think it explains at least part of World of Warcraft’s success.
Nice work–I agree with you completely. I finally went and pre-ordered Odin Sphere today and this article was the tipping point. Saga Frontier 2 is (in my opinion) another good example of a game that effectively used colors. In fact, I only finished it because I really liked the big sprites and bright, watercolor backgrounds…
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