The Works of Fumito Ueda: A Different Perspective on Video Games - Book Review (and some thoughts)

I have a deep love for the trilogy of videogames made by Fumito Ueda. Over the course of two decades, he has made just three games but they are all unique and have pushed forward the argument that videogames can be art. I have read the novelisation behind his first work Ico: Castle in the Mist by Miyuki Miyabe (which I've reviewed here) and the deep dive Boss Fight book about his second game Shadow of the Colossus (reviewed here) but I still do not know much about the artist himself. Author Damien Mecheri looks into the early life, inspiration and creation of this most illusive of auteurs in his book The works of Fumito Ueda: A Different Perspective on Video Games. He does this through trawling through interviews, video footage and research rather than access to the great man himself but what is revealed is fascinating stuff indeed.

We get a brief biography including the fact that he wasn't a keen student but rather more interested in manga and videogames. He became as Art Student and was inspired by the works of Giorgio de Chirico, Gérard Trignac, Giovanni Battista Piranesi and Hiyao Miyazaki. When he got his first job it was with a local television company and then a computer graphics company who used Light Wave 3D. He made his first games with Warp (best know for the cult games D and Enemy Zero) before being given an opportunity to pitch to Sony.

The first section of the book is about 50 pages and is entitled Creation. It looks at the making of the three games Ueda is known for: Ico, Shadow of the Colossus and The Last Guardian.

Ico
Mecheri breaks down the inspiration for Ico and it makes for a fascinating drop down the Google rabbit hole. He discusses the well known games Prince of Persia and Another World (both of which I'd played and completed many year ago) but there were more obscure inspiration that I looked into as I watched the animation The King and the Mockingbird and Galaxy Express 999.

Some facts that I found particularly fascinating were:
- The economy of means and design by subtraction, both Ueda's calling cards, meant the game was created by a maximum of 23 people.
- Rather than photorealism he was looking for emotional realism, the way characters acted and interacted had to have that universality of human connection. I believe it is due to these reasons that Ico is still well regarded and remembered today.
- The lack of lore in the game imbues the architecture, the third character in the game of you will, with a mixture of awe and wonder and some level of menace. The strangely cohesive whole, which starts off looking like many non-Euclidian spaces from gaming back in that era, actually does work as a cohesive space. If you can see it, you will probably go there sometime in the game.

When I played Ico, over 20 years ago now, it was full of intrigue and mystery. Why was there a boy with horns? Why was he being taken to the temple? Why was he placed in the sarcophagus? What had happened to the people of this land? The wonderful thing about this game was that very little is revealed to you, even when you finished the game. The world seemed rich and immersed in a history which I didn't know, no lore was presented in Ico but you could create your own narrative through events and the structures within the castle. A lot you had to interpret and guess and, for someone who likes media that makes you think and question, that suited me just fine.

Playing the game I fell in love with the simple but powerful mechanic of not understanding my partner Yorda, but knowing that I had to help her escape the castle. The game itself is an escort mission but not annoying; you develop a protective bond with this ethereal girl who you can't communicate with. The bond of holding hands is powerful and later on when you are without her it feels terrible, not many escort missions can achieve that.

Shadow of the Colossus
For his next game, Ueda wanted an adventure and action game that did away with superfluous low level minions but concentrated on the boss battles. His idea was that the player should have all the tools required from the beginning of the game and that it would be a matter of skill rather than inventory that would win the day.

When I bought the game on release day I loved the opening. We were given some narrative but events felt bigger than us and the world seemed to have existed before our character even comes into play, it seems like a lived in world yet so very little is told; Why was there a dead girl dead? Who was Wander and what was his relationship to the girl? What was this desolate place and how did Wander know of the prophecy to cheat death and bring people back from the other side? Who were the Colossi and who was the voice guiding you to destroy such beautiful creatures?

There seemed to be a connection and it felt that if you worked hard enough you could understand, but with the economy of design and lack of voice over work and cut scenes explaining the story, you could create your own narrative based on what you saw and felt. There is no ludonarrative dissonance; the world was free to explore and it was only by holding the sword aloft that you were directed where to go. Meeting the different colossi for the first time was such a thrill, very few games have matched the sheer awe of meeting these mysterious creatures for the first time. As you fulfilled your dreaded destiny and killed these mighty beasts there was a feeling of remorse and regret. After each killings there was a sense of futile interactivity as the black tendrils enveloped you and left their mark on our slowly decaying body.

Both Ico and SoTC still resonates with me and this is in no small part due to their phenomenal soundtracks. The SotC score in particular resonates with me still and was created by Kou Ootani, who also soundtracked the wonderful Haibane Renmei (one of my favourite anime).

The Ico OST is scarce but perfectly pitched for key events, like the original Prince of Persia game. SotC has an emotive score full of sadness but also adventure, it suits the mood perfectly and both soundtracks are masterclasses on scoring for a game and how much a score can lend to an overall games impact.

The Last Guardian
Ueda planned his next game to be about the relationship between a boy and an animal, as he noticed a lot of people had reacted very emotionally to the Wander-Agro dynamic.

Some facts that I found particularly fascinating were:
- He wanted Trico to behave like an adolescent, not always reacting to instructions immediately or positively.
- He wanted a quicker turnaround time on the game so pushed for R and D first before going into the planning stage.
- With the game falling behind schedule Ueda left Sony but worked with them through his newly formed company Gen Design.
- Other Sony studios pooled together to get the game back on track and PS4 ready.
- The game did okay but well below expectations. However, it did recoup it's production costs as it wasn't that expensive, especially when compared to Western development costs at the time.

I bought the PS4 and The Last Guardian on the same day. In fact, I got the PS4 specifically to play the game. Now, there were a few other games of interest but this was the one for me.
I found the game to be full of interesting ideas and the art style was beautiful but I did find it lacking. It was a singular game and I appreciated it for trying something very different at a time when games had become a bit safe and less adventurous. The soundtrack was good but it didn't get into my soul like the precious two games. I think it missed the Outani score from the second game in particular.

The next section then looks at Universe, this is the interconnected worlds that can be seen within the game--dependent upon the interpretation of the player. The Castle in the Mist, the Forbidden Lands and the ancient structures with the evil eye of the Nest all seem to be a interconnected world, this was well before Marvel movies popularised this idea

Universe looks at how Ueda's themes are open to interpretation by each player, he doesn't provide definite answers. Like the abstract art he so loves, Ueda has intentionality in his works but how people react and experience the games are all valid. However, there are certain motiffs that cover Ueda's games including horns, Chiaroscuro, fatality and sacrifice,

The chapter, 'In the Shadow of Tales' was fascinating to me as an an old Anthropology student. When Bruno Battelheim and Joseph Campbell are mentioned my eyebrows shot up with interest- this was my bag and what I was looking for within this book.

I like the authors description of the difference between a tale, myth and legend:
'A tale is, first and foremost, an account that only exists for itself. While it has the power to pass on morals or values, it nevertheless doesn’t explain anything. A legend, on the other hand, has a more general basis on actual historical elements, but mostly transforms them to embellish or intensify the reality. As for a myth, it has a superior element: belief. A myth is a symbolic explanation of how the world, or nature, functions and has served as social, philosophical and ethical bases for numerous civilizations.'

The rough gist is stories predate the printing press, libraries and even writing itself. Myths and legends, Fables and folklore are passed down from generation to generation, across the years. We create and share them, and in turn, they create us as well, by becoming the building blocks of our cultures. They teach us our values and what we believe, and they hold us together, across diaspora and against the ticking of the clock. We remember our Ancestors, they world they lived in, and the things they believed through the stories they left behind.

There are myths that millions of people are familiar with-the ones that are shared across an entire culture or religion, that tell us how our world wad created, the origins of life, of gods and Goddesses and spirits. Even though they are written in books now these originated from the oral tradition, stories told around campfires or sung in ballads.
Even though in much of the West, faith in religious institutions has massively declined, the interest in myths has remained steadfast as their power lie not in their truthfulness, but rather what they make us feel and what they inspire.

Chapter 3 looks at the music and the sound design. For Ico, Mecheri discusses the sound spatialisation that compliments the colossal castle structure and cavernous rooms, creating a sense of isolation and foreboding in the echoey spaces. The soundtrack was composed by Michiru Ōshima and Pentagon with a couple of tracks created by Masaaki Kaneko.

The author then looks at the majestic Kou Ootani score for SotC, which is glorious with orchestral swells and contemplative moments.

I own the CD of Ico and Shadow of the Colossus and the vinyl for Colossus too so these are formative videogame scores for me. Mecheri also looks at Takeshi Furukawa's The Last Guardian soundtrack which was performed by the London Symphony Orchestra.

Chapter 4, Decryption, looks at how the games were received amongst different communities, the reviewers, gamers and the public. Mecheri looks at how many fans of Ico and Shadow of the Colossus spoke about "poetic intuition–the impression of experiencing an elegant, magical, touching and inspiring work." And he's not wrong. When I experienced the games I was going through an existential crisis, as many late teens go through, and the games were a salve of sorts for my anxieties. There was the usual heated debate about 'art games' but in a world of Journey, Dear Esther and Gone Home, what constitutes a game isn't set in stone.

He then does a deep dive into art vs Art and it is a thoughtful and considered discussion. He asserts that Ernst Hans Gombrich was correct in his 1959s book The Story of Art, when he says, “There really is no such thing as Art. There are only artists. [...] There is no harm in calling all these activities art as long as we keep in mind that such a word may mean very different things in different times and places, and as long as we realize that Art with a capital A has no existence. For Art with a capital A has come to be something of a bogey and a fetish.”

The focus of art history and how it was thr preserve of the elite, until pretty recently, is fascinating and well presented. We travel through the Greek mimises to Kandinsky, to Cubism to Nouveau Roman. For anyone interested in the whole 'Are Video games art?' debate, this is the book you've been waiting for as both sides are presented is a fairly balanced way respectfully. For me, art is any medium where a unique piece has been created which elicit an emotion, be it deeply moving or introspection inducing. Art can exist in many mediums but can be unique in the specificities of the medium it is presented in be it paint, sculpture, collage, digital imaging or video games.

Mecheri looks at auteur theory and the power of an individual with a stylistic and thematic consistency.

Approaching the end of the book, Mecheri discusses the impact that the games of Ueda have had on the industry. He discusses numerous video games and creatives who cite it as an inspiration including Hideo Kojima, Peter Molyneaux, Neil Druckman, Yoko Taro and many more.

Conclusion
I love Ueda's trilogy of games as they stood apart from what was the prevailing gaming theory and design of the time. In think I prefer his use of narrative through gameplay rather than having an audio log/ diary pages/ weird graffiti on walls as I always find it feels like the need of the authors to assert themselves in games. This can be oppressive at times. Don't get me wrong, I don't think all games need to have stories or benefit from not having stories but there should be careful editing and curation of the information shared.
The influence of his games has been keenly felt across the medium and I am glad that I had a chance to read this deep dive into this enigmatic creatic and true genius.

LINK- Ico and SOTC: Reflections of a Gaming Life

LINK- Shadow of the Colossus (Boss Key): Book Review

LINK- The Last Guardian: Video Game Review

LINK- An Ico Retrospective

LINK- Let’s All Create a ‘New Normal’.

LINK- Ms Marvel Can Change the World

LINK- The Rise of Retro Gaming During Covid

LINK- Japan: My Journey to the East

LINK- Children of the Stones: Cult TV Series Review

The Once in a Generation Gaming Question

As Winter approaches a difficult decision will have to be made.... no, not about lockdown and a Covid Christmas (although that's very important too of course) but as regards the purchase of either the PlayStation 5 or Xbox Series X (pending availability of course).

Decisions, decisions!

Decisions, decisions!

I'm not sure what I'm going to go for as neither Sony nor Microsoft have shown me any launch titles that have convinced me I need to buy the system on the day it drops. To be honest only Nintendo usually have something as a Day 1 release that make it a system seller which usually makes make me an early Nintendo adopter.

Don't get me wrong, I'm no Nintendo fan boy ( even though I always buy a Nintendo system for its exclusives) as I do also always buy either a Sony or Microsoft system too to ensure I have access to a wider variety and quantity of games, but this time the choice is a little more complex.

I have a PS4 currently as I like the exclusives and the focus on games rather than what Microsoft was pushing this generation initially , which was an all-round media machine with a Kinect focus. This is despite me being a huge Xbox 360 fan in the previous generation as its push on Live Arcade swayed me, alongside an ecosystem that was well integrated with indie titles and online marketplace.

The new consoles coming out seem to offer a bit of a starker choice this time round; 'more Sony exclusive' vs 'Tonnes of games with Game Pass'. It seems like a no-brainer that Xbox seems like the better option, and for many it probably is, but as an aging gamer with limited time I value the amount of time I have available for my hobby. I'd rather spend time playing the games I really wanted to rather than sifting through the sheer number of games that Microsoft will have available. Now some might say, 'Get the Xbox and play the games you want' but having Netflix I know that when there is too much choice I get paralysed and end up consuming not much at all as my mind starts to wander onto my 'pile of shame' watch list and I dip in and out, not committing to anything or racing through it without appreciating it fully. Imagine that with gaming? I'd always be worried about the next shiny thing. Although with the acquisition of ZeniMax and potential exclusives of titles like Elder Scrolls, Doom, Wolfenstein and Fallout is a huge boon for Microsoft, I’m still not sure that they’ll be system exclusives, maybe being timed exclusives or being released multi-platform, so I’m not too concerned about this.

So it's not you Microsoft, it me. At least that's how I feel at the moment but you never know, Sony might bugger it all up like they did with the PS3 and I might go cap in hand back to Xbox. One things for sure, in these unusual times things are as unpredictable as ever and that applies to the gaming space too. However, one certainty is that Nintendo will remain my one gaming constant.

Now to continue working through my pile of shame before the next gen drops.

LINK- My One True Gaming Constant- Nintendo

LINK- Pure Invention: How Japan's Pop Culture Conquered the World- Book Review

LINK- Japan: My Journey to the East

LINK: Preserving the Spirit of Media Past

LINK- Why I Collect

God of War- Video Games As Art

God of War is a stunning game which puts you in the shoes of Kratos, an angry dad who has to take the ashes of his dead wife up a mountain in order to give her a good sendoff. But, he has to take his sullen teen son along for the ride and so we have a crazy ‘Plane, Trains and Automobiles’ style- romp through Norse mythology. Okay, so I’ve kinda tszujed it up but this is very much the ‘middle-aged angry dad looking after a kid’ trope but this is an amazing one. The story is compelling, the voice acting top notch and the graphics are stunning.

Check out my screenshots from the playthrough as this is one of the most gorgeous looking games I've ever played.

Blood, Sweat and Pixels- Book Review

Whilst flicking through Audible, I came across ‘Blood, Sweat and Pixel’, a book looking at the process of video game creation. The topic obviously appealed to me but what really sold me was that it looked at many games I had played. So, alongside looking at Naughty Dog, creators of blockbusters like the Uncharted series and CD Projeck Red, who created the Witcher series, you had solo developers or smaller teams who created Shovel Knight and Stardew Valley.

I purchased the Audible version of the book and enjoyed my time with it.

I purchased the Audible version of the book and enjoyed my time with it.

I knew the author, Jason Schreier, from his long form investigative games journalist work from sites like Kotaku and magazine like Edge. He is a video game fan but was also not afraid to research where there were problems or issues in the industry. He was the writer who uncovered the unhealthy attitude to crunch at Naughty Dog, the mismanagement at Bioware with Anthem and the inappropriate behaviour of management of several high ups in big gaming companies. Using my backlog of Audible credits I bought the audio books and dived in.

Each chapter of the book focussed on the story of a particular game and they were all engaging, entertaining, emotional and enlightening in equal measure as we hear of teams and solo developers overcoming (for the most part) some extreme adversity.

It kicks off with Obsidian's last ditch effort to save itself when it pitched Pillars of Eternity pitch on crowd funding site Kickstarter. This story was inspirational as it showed how to adapt, play to your strengths and use your moxie to forge your own path.

The Uncharted 4 chapter deals with the issue of expectations and what happens when a project becomes unwieldy, struggling to find a way forward. In the case of Naughty Dog's highly anticipated Uncharted finale, it required firm hands at the tiller and thousands of hours of crunch to achieve. Unfortunately this took a huge mental, emotional and physical toll on many of the people behind the games creation... because, making games is hard.

In Stardew Valley we learn how the game was made by sole creator Eric Barone and how the internet has democratised publishing and creation of video game creation. This democratisation of creativity was last seen in the micro computer era of the 80s where lone bedroom coders could create a game and become legends. This gentle simulator game, where you play a desk jockey who gives up the rat race to become a farmer, took 5 years to complete but was a labour of love.

The Diablo 3 chapter is a look at how a much lauded series can carry a heavy weight as expectations are high. When a day 1 network issue rendered this game unplayable for most players due to an overloaded online server, it looked like the writing was on the wall as this was not a good way to endear yourselves to fans. When this was followed by days of players not being able to play the game they had paid for the situation seemed to escalate, and once they were on the grindy gameplay and online auction further compounded issues against the game. However, in a mea culpa the game underwent a transformation and with patches aplenty arose to become a much loved addition to the series.

The Halo Wars chapter looks at how Ensemble Studio, the creators of RTS Age of Empire, turned a classic PC genre stalwart into a console RTS, something thought impossible at the time. It's a heartening tale of trial and error and years of research and development.

The chapter on Dragon Age: Inquisition looks at how Bethesda created a redemptive game after the flawed Dragon Age 2 received a critical battering from reviewers and fans alike. The creative process was chaotic but by being focussed and inventive the game came out to much fanfare, gently massaging the poor profile of its parent company EA, who had won 'Worst Company in the US' 2 years in a row.

The Shovel Knight section is the tale of 3 creators leaving job security to build a passion project based on the nostalgia of 8bit NES games. Their story of risks and the rewards they reaped are heartening to hear.

In the Destiny chapter we learn how Bungie broke  free of their Microsoft overlords and were able to stretch their creativity away from Halo to create a... FPS! But, they do say be careful of what what you wish for. They planned the game to run for 10 years. And to be made independently of all other big conglomerate company interference. This looks at what worked and what went wrong.

The Witcher 3 chapter looks at how a Polish company worked closely together with the author of the books and across the team to create an inspired RPG that is seen by many as the highlight of this gaming generation, even though it was released way back in 2015.

Schreier shows that all these games went through a baptism of fire to get made. It wasn't easy but the games were released. However, he ends with a cancelled game to show how fraught the game creating process can be. With Star Wars 1313, he looks at how Lucas Arts, underwent a tailspin burning through 4 Presidents within 10 years, which resulted in confusion and lack of vision from a studio that had built a reputation of excellence. When momentum finally built with Star Wars 1313, Disney purchased the studio and shuttered it after a short time.

Over the course of the 10 games we see tales of crunch, iterations, scrapping hundreds of hours of work and burnout because making games is hard, the creative process is hard. This peek behind the curtain is a great look at the video games industry as a whole and is an excellent and compelling read. Schreier writes with passion and a clear knowledge of the subject matter and it is refreshing to see an honest insight into the creative process of the biggest entertainment industry in the world.

LINK- The Offworld Collection- Book Review

LINK- Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East

Uncharted: The Lost Legacy- Video Games As Art

The Uncharted series were the perfect blockbuster video games. Once I’d completed all 4 of the games (I haven’t played the portable one) it felt sad to be saying goodbye to Nathan Drake but also the right time for the series to be put to pasture to age gracefully. Uncharted 4 was epic but also felt overlong, especially during the looooong final act. However, having created a wonderful troupe of friends and enemies, the Uncharted franchise didn’t have to be shouldered by Drake anymore. The Lost Legacy builds on this premise by casting you as Chloe as you go on yet another treasure hunt. At about 12 hours completion time, this is more concise and I feel better paced than some of the bloated AAA games out there. Miss it at your peril. Just check out the gorgeous shots from my playthrough.

(Gaming) Self-Care Isn't Selfish

As is usual in our house, my wife went to bed at 8:30pm and I went into my man-cave to play on the Playstation 4 to relax and unwind, sloughing off the days hard work of teaching. This is the daily weekday routine in our house and initially I had a sense of guilt of staring at the screen late into the light (until about 11pm) whilst my wife and children were sleeping; shouldn't I be doing something more productive instead? Looking through the bills or doing some chores?

However, as time has passed so has my sense of guilt. Some perspective: often my wife goes to bed with her iPad ready to catch up on some BBC documentary about India or women's rights whilst I decompress by jumping on some Goombas, explore a dungeon or climb some colossi, ready to plunge a sword into their sacred sigil (not a euphemism) and I realised... we both spend quality family time together with the kids until 7pm, then it's the usual bedtime routine for the sprogs and a chat and dinner for my wife and I, followed by a quick look at Channel 4 news.

Usually this is followed by an episode or two of the series we are working though, which at the time of writing is Jane The Virgin. Then, it's off to bed for the missus and into Skyrim, Hyrule or some other fantastical land for me.
We each have our way to chill and it isn't always Netflix... This is a love story for the ages, unwinding in your own unique ways keeps marriages and relationships healthy.

RE 7 and PSVR

Uncharted 3: Video Games As Art

The words ‘cinematic’ and ‘epic’ are overused terms, often used to sell you on a game. By using these buzzwords the hope is that the hype will build and interest in the game will pique. Many games have claimed to be like the movies but few can claim to be as proficient in the art of building a gaming experience that mimics the thrills of a blockbuster summer action movie than Naughty Dog. With the Uncharted series it has perfected the video game blockbuster. I only got onto the Uncharted bandwagon in the PS4 generation as last generation I had the Xbox 360 and Wii U. However, I am making up for lost time and completed the first 3. Here’s to the 4th!

Until Dawn- Video Games As Art

The weather is brightening up, the sun is shining and there isn't a cloud in the sky... so what do I fancy playing? Yup, creepy teen horror inspired Until Dawn! I heard about Until Dawn a while back but just never got around to playing it upon release due to having a massive back catalogue of games (including Zelda: Breath of the Wild and Mario Odyssey) but with those games completed I felt like I needed a palette cleanser and this game fit the bill perfectly. Set over the course of one night you control various teenagers who go to a cabin in the mountains to commemorate a tragedy that befell their friends the year before, but something is them thar woods and it's up to you to save the crew from the horrors that lurk in the dark as well as uncover the truth about the area.

The game is great and over the course of 10 hours I was gripped, like cheesy horror trope-y gripped but gripped nonetheless. It's well worth your time if you fancy a mature Scooby Doo like escapade... with more blood!

PlayStation in Concert- Review

This evening I was lucky to be at a world premiere of the Royal Philharmonic Orchestra performing the music of PlayStation games at London’s Royal Albert Hall.

I purchased the tickets a couple of months ago as I love the Royal Albert Hall for its acoustics and atmosphere, and the chance to hear some of my favourite video game soundtracks performed in such a space by arguably the foremost orchestra in the world, was too good an opportunity to pass up.

Me, chilling outside the Royal Albert Hall before the concert.

The day before the event I received an email notification to download a free app called EnCue, which provides information on the track being performed and details about the composer and the game. I was a bit reluctant as I thought it would take me out of the moment but I did download it, however on the night I didn't use it, preferring to let the music take me on a journey... and what a journey it was!

The ceiling of the Royal Albert Hall is a thing of beauty. The sound dampeners look like magic mushrooms!

The presenter for the performance was Jessica Curry, one of my favourite video game composers who, as well as soundtracking 'Dear Esther' and 'Everyone Has Gone to the Rapture,' hosts the Classic FM video game soundtrack show 'High Score.'

Her compering was short and brought context to the pieces, an amuse-bouche for the ears if you will. She encouraged audience participation via Tweets and read a few out between pieces after the interval. Her witty repartee and jokes at the expense of Hastings and Shropshire were hilarious and endeared her to an already enraptured and enthusiastic audience.

My rather blurry panorama of the Royal Albert Hall.

My rather blurry panorama of the Royal Albert Hall.

The music itself was exhilarating, to hear some of my favourite pieces performed by a full symphony orchestra with a sympathetic light display was magical. The pieces took me from the deepest depths of the oceans to vast desert vistas to the post apocalyptic near future where robotic dinosaurs ruled the world.

The music was played roughly chronologically from the ps1 era right through to the current PS4 and the tracks were:

CRASH BANDICOOT- Medley
WARHAWK- Theme
RESIDENT Evil- Medley
MEDIEVIL- End Titles
ARC THE LAD- Victorious Fanfare/ Main Theme
ICO- Castle in the Mist and You Were There
DARK CLOUD- Main Theme
flOw- The World of Flow
LITTLEBIGPLANET- The Gardens
ECHOCHROME- Prime #7
SHADOW OF THE COLOSSUS- Suite
MOSS- Quiet As A Mouse... With A Sword
KILLZONE 2- Birth Of War
WONDERBOOK- Book of Spells
JOURNEY- Apotheosis
THE LAST OF US- The Last of Us
BLOODBORNE- The First Hunter
HORIZON ZERO DAWN- Years of Training and Aloy's Theme
EVERYBODY’S GONE TO THE RAPTURE- The Light We Cast
THE ORDER 1886- The Knight's Theme
BLOOD AND TRUTH- Ryan Marks
GOD OF WAR- Main Theme
THE LAST GUARDIAN- Overture: Lore
UNCHARTED- Medley

Some of the tracks, like 'The World of Flow' from 'Flow' and 'You Were There' from 'Ico,' were intensely emotional and touching whilst the 'Dark Cloud' theme and the 'Little Big Planet' track were playful in a big band kind of way, full of jazzy brass and swagger. There were definite highlights for me, the tracks from 'Ico,' 'Shadow of the Colossus' and 'The Last Guardian' were particular favourites as they are some of my most listened to soundtracks ever and also because the rose tinted nostalgia I get from recalling when I played those games at certain times in my life. The choral piece from 'Everyone Has Gone to the Rapture' was enthralling and deeply touching and the encore, an 'Uncharted' medley was a fitting way to end this celebration of PlayStation.

I thoroughly enjoyed the concert and hope that it is the start of something annual as it is a great way to bring a lot of people, who may not traditionally visit places like the Royal Albert Hall or attend classical music performances together for a magical, almost otherworldly experience. Also, events like this bring the music of video games to the forefront, challenging the misconception that video game music is all bleeps, bloops and chiptunes and that all games are inherently violent wastes of time. The Royal Philharmonic Orchestra might be solving the problem of reaching new, younger audiences via video game soundtracks and I for one am glad. The beauty of the music shows that there is another side to video games; an artform. I only wish that Sony had got their act together and sorted out some merch as they would have made a killing and the fans would have gone away with a momento of a magical night.

The Last Of Us: Left Behind- Video Games As Art

I've already spoken about how wonderful the The Last Of Us was as a gaming experience and as an art form. The DLC, Left Behind tells us more of Ellie's backstory, illuminating us as to her motivations and worldview. At just over two hours the game is not long but it is still beautiful and filled with moments of awe and wonder. I won't spoil it but check out some of the gorgeous screenshots below.

The Last Of Us- Video Games As Art

The Last of Us is an action-adventure post-apocalyptic video game developed by Naughty Dog. The game was first published by Sony on the Playstation 3 but I only recently played the remastered edition on the Playstation 4 and what an amazing experience it was. You play the role of Joel, a smuggler tasked with escorting a teenage girl, Ellie, across a post-apocalyptic America as she might hold the key to saving humanity against the virus which has turned most of the world's population into rage zombies. So far so stereotypically game trope-y, but what sets the game apart is the excellent story, voice acting and gorgeous visuals. The whole game plays like a movie and some of the visuals are truly cinematic. Have a look at the gallery below and see if you agree.

The Last Guardian - Video Game Review

It's been over 11 years since video game auteur Fumito Ueda released his last game, Shadow of the Colossus and so after a protracted development period, which saw a whole console generation go by with no release, to say that I was ready to devour The Last Guardian whole in big gaming chunks on release is an understatement. As a huge fan of both Ico and SOTC I, like most of the gaming world, was excited to see what Ueda had been working so hard and long on but instead of playing it from start to finish I decided to savour it like a nice glass of Shloer and I'm glad I did.

The game itself is a slow, meditative game centred around the interactions between the boy and a bird, chicken gryphon-type creature called Trico. Their relationship is beautifully realised and the trust that builds between them feels well-earnt over time. Unlike other AI in other game I have played Trico feels like a real being with his own thoughts and feelings. As a former cat owner the love Trico gives you when you stroke, talk and pull out the spears from his flanks feels wonderful and has a truthiness to it .

There are times in the game where I have wanted to stay in the moment with Trico and not move forward, because I am afraid of what might happen to him. I know that Ueda creates wonderful narratives but they always end in a powerful downbeat way and I don't want that for these characters, maybe that's why I'm playing this game so slowly and cautiously. Instead I'm enjoying seeing Trico run through the fields after struggling through tight corridors, and I'm loving seeing him roll in a huge puddle and shaking himself dry.

Ueda is a world builder but he does it all through symbolism. In this mystical, silent world less is more but it feels like there is a whole mythos and backstory there if you look hard enough for it.

The music is beautifully subtle and complements the game, emerging at key moments and there is no onscreen HUD, except for controller hints which I wish I could turn off, and so the beauty of the world is there for you to enjoy.

The game has its faults and does feel unpolished which is surprising for a game which has been in development for over 10 years. The camera and controls can be clunky, some gameplay elements and transition scenes aren't smooth or clear and it's not always clear which route to take but all this didn't ruin the game for me. Ueda has created something, which like the rest of his back catalogue is timeless, it isn't perfect and many will gripe at it's shortcomings but for those willing to look beyond these it has been well worth the journey. I've enjoyed it so far.