The Art of Bravely Default

The Art of Bravely Default

The first of a two-volume series, this collection explores concepts and creativity from the first entry in the standalone Bravely series!

Author: Square Enix

Publisher: Dark Horse Comics

ISBN: 9781506710266

Category: Games & Activities

Page: 264

View: 592

Experience the fantastical world of Luxendarc like never before! Join the game's creators as they send their heroes on a journey to awaken the elemental crystals from all-consuming darkness, and experience the critically acclaimed Bravely Default in a whole new way. 256 pages of concept art and commentary, delightfully arranged in a colorful hardcover volume offered in English for the first time! This faithful localization of original Japanese content allows readers to explore the story and art behind the game, and features hundreds of pieces of concept art and conversational commentary directly from the creative team! The first of a two-volume series, this collection explores concepts and creativity from the first entry in the standalone Bravely series!
Categories: Games & Activities

The Art of BRAVELY SECOND END LAYER

The Art of BRAVELY SECOND  END LAYER

The second of two-volumes, this collection intimately explores the concepts and creativity from the next chapter in the fan-favorite BRAVELY series!

Author: Square Enix

Publisher: Dark Horse Comics

ISBN: 9781506713731

Category: Games & Activities

Page: 264

View: 527

Over 250 pages of concept art and developer commentary compiled in a fascinating and vibrant hardcover volume! Return to the enchanted world of Luxendarc with a collection of art that celebrates another critically revered entry in the BRAVELY series! Enjoy in-depth commentary from the creative team, and explore detailed concept art from the ethereal sequel to BRAVELY DEFAULT. Dark Horse Books is proud to collaborate with Square Enix to present The Art of BRAVELY SECOND: END LAYER, published in English for the first time! This localization of the original Japanese text features gorgeous concept art and extensive commentary from the team behind BRAVELY SECOND. The second of two-volumes, this collection intimately explores the concepts and creativity from the next chapter in the fan-favorite BRAVELY series!
Categories: Games & Activities

Bravely default design works

Bravely default design works

Author: Tomoya Asano

Publisher:

ISBN: 2368525122

Category:

Page: 255

View: 285

Cet artbook, sorti au Japon en décembre 2013, se divise en 3 parties : la première est consacrée aux deux versions du jeu Bravely Default (Flying Fairy et For the Sequel), la seconde porte sur le browser game Bravely Default Praying Brage, et la dernière sur Final Fantasy : The 4 Heroes of Light.
Categories:

Bravely Default II Guide

Bravely Default II Guide

This is a game where you cannot save anywhere, where save points won't heal your HP and MP, and when you need to grind to get stronger.

Author: Filixo Bondola

Publisher:

ISBN: 9798716449947

Category:

Page: 62

View: 959

Welcome to our Bravely Default II walkthrough and guide. With this guide, you can expect a full walkthrough from beginning to end with strategies for every boss fight in the game, locations of all Treasure Chests, all sidequests, and much more! Bravely Default 2 Guide includes a complete, detailed walkthrough (including boss strategies), Job unlock locations and statistics, information on your favorite characters, collectibles, cheats and secrets, and even deep-dives into specific game mechanics. After both of the beautiful games that came out for 3DS, the series came to a halt... and after 5+ years of wait, we finally got the next game. This game is a completely separate story from the first 2, with different cast, different story, and even different art style. After many, MANY RPGs that I've played during 2020, playing Bravely Default 2 was a hard change, but not a bad one. Bravely Default II is a VERY RPG game, and by that I mean there are save points in dungeons, there are tents to heal up, tons of weapons and jobs, etc. This is a game where you cannot save anywhere, where save points won't heal your HP and MP, and when you need to grind to get stronger.
Categories:

Video Game Audio

Video Game Audio

Bravely Default's Empowering Music. ... “Bravely Default—Flying Fairy—Original Soundtrack. ... Gamasutra—The Art & Business of Making Games, 30 July 2012, www. gamasutra.com/view/feature/174913/lumines_ electronic_symphony_the_.php.

Author: Christopher Hopkins

Publisher: McFarland

ISBN: 9781476646053

Category: Games & Activities

Page: 256

View: 268

From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.
Categories: Games & Activities

Atari to Zelda

Atari to Zelda

Sato , " Bravely Default's Success in the West Is Making Square Enix Rethink Their JRPGs , " Siliconera , March 31 , 2014 , accessed July 3 , 2014 , http : //www.siliconera . com / 2014 / 03 / 31 / bravely - defaults - success - west ...

Author: Mia Consalvo

Publisher: MIT Press

ISBN: 9780262545761

Category: Games & Activities

Page: 269

View: 264

The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players’ interest in Japanese games (and Japanese culture in general) and then investigating players’ DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
Categories: Games & Activities

Advances in Design Music and Arts

Advances in Design  Music and Arts

Routledge, Abingdon Silicon Studio (2012) Bravely Default. Square Enix; Nintendo Susi T, ... In: Scholarly and research communication, vol 3 Wolf MJP (2012) Encyclopedia of video games: the culture, technology, and art of gaming.

Author: Daniel Raposo

Publisher: Springer Nature

ISBN: 9783030557003

Category: Architecture

Page: 698

View: 443

This book presents the outcomes of recent endeavors that will contribute to significant advances in the areas of communication design, fashion design, interior design and product design, music and musicology, as well as overlapping areas. Gathering the proceedings of the 7th EIMAD conference, held on May 14–15, 2020, and organized by the School of Applied Arts, Campus da Talagueira, in Castelo Branco, Portugal, it proposes new theoretical perspectives and practical research directions in design and music, while also discussing teaching practices and some areas of intersection. It addresses strategies for communication and culture in a global, digital world, that take into account key individual and societal needs.
Categories: Architecture

The Strange Works of Taro Yoko

The Strange Works of Taro Yoko

A famous illustrator in Japan70, with such prestigious titles as Vagrant Story, Final Fantasy XII, Final Fantasy XIV and the Bravely Default series on his résumé, this man seemed unapproachable-and more importantly very busy.

Author: Nicolas Turcev

Publisher: Third Editions

ISBN: 9782377842360

Category: Games & Activities

Page: 232

View: 944

Throughout his career, Taro Yoko was despaired by the image of humanity returned by most big budget video games. Taro Yoko's strange work reviews the entire career of this extraordinary creator, his games (Drakengard, NieR) and sheds light on the link that constitutes his work. Check out this complete book on Taro Yoko, which explores the contours of its games, their development, the complexity of their stories and their thematic depth. With a preface by Taro Yoko himself ! EXTRACT Nowadays, most of the players who have heard of Taro Yoko do not associate his name to any particular face. Inconvenienced by public appearances, the director systematically equipped himself with a device to cover his face during meetings with the press, at least since the creation of NieR. Shortly before the announcement of NieR: Automata at the E3 2015, Yoko even had a mask made, based on the character Emil, by a plastic artist from PlatinumGames for a mere four hundred euros. Since then, he has worn it every time he is in the presence of photo and video cameras. His persistence in hiding his face under this thick layer of plastic naturally arouses curiosity. One might be led to believe that this is a communication strategy or the eccentricity of an enigmatic creator. Nevertheless, the visual anonymity of the director is in no way a means to nurture the mystery of his personality. Far from comparing himself to the likes of Banksy (a famous street artist and statement maker, who prefers to remain anonymous), Yoko just prefers to let his games speak for themselves. In fact, ask him, and he will answer with no difficulty that he grew up in Nagoya, in the Japanese prefecture of Aichi. Restaurant managers (izakayas, ramens, tempuras, etc.), his parents flitted from one restaurant opening to the next and entrusted their son’s education to his grandmother. WHAT CRITICS THINK Overall, I enjoyed my time with The Strange Works of Taro Yoko, especially as a fan of the man’s works [...] It’s a great companion piece for long-time fans, and if you’re looking for more unofficial content to read about for the Drakenier universe, you can’t go too wrong. - RPG Site ABOUT THE AUTHOR Nicolas Turcev - Journalist specialized in pop culture, he has contributed to the following magazines: Chronic’Art, Carbone, Games and Gamekult, and occasionally participates in the video game analysis site Merlanfrit. He is also the author of several articles of the Level Up collection at Third Éditions.
Categories: Games & Activities

Fight Magic Items

Fight  Magic  Items

Proving the DS's impact on the JRPG genre, The 4 Heroes of Light led to a spiritual successor series called Bravely Default on future consoles that is now an entirely distinct series from Square's Final Fantasy, even if it shares spell ...

Author: Aidan Moher

Publisher: Hachette UK

ISBN: 9780762479641

Category: Games & Activities

Page: 386

View: 892

Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.
Categories: Games & Activities

The New Video Game Idea Book

The New Video Game Idea Book

These can be like Sabin's martial art moves or Cyan's Sword Techniques. His sword technique is more powerful based on ... Bravely Default 2 had it where you had a brave command and a default command. To default was to store up power and ...

Author: Adam Jeremy Capps

Publisher: Adam Jeremy Capps

ISBN:

Category: Computers

Page: 150

View: 350

The New Video Game Idea Book is a book that gives game makers ideas for a great new video game. It does so by giving the game maker new and old ideas to work with. It also goes over the philosophy of what makes a good video game, helps the game maker's imagination, shows them their options, and goes over the best methods for making a new video game. This is a helpful public domain book for making good video games.
Categories: Computers