final fantasy

Here it is, the latest nostalgia ploy for the Tsum Tsum generation

One of my favorite things to see compared are Funko POP! figures (of the United States) with Good Smile’s Nendoroids (of Japan). The two are at once comparable—both being a popular series of uniformly designed figures—but also incomparable. POP!s are chibi (small), cheap, and most of all: ugly. Whil

How videogame fashion inspires real-world styles

This article is part of a collaboration with iQ by Intel. Fashion designed for the 3D world of PC games is sparking couture style trends, opening new possibilities for cross-industry collaboration. Hoodies and t-shirts from alternative clothing store Hot Topic, with silkscreen depictions of popular

Magic and gender in Final Fantasy VI

Final Fantasy VI (1994) is deeply concerned with the relationship between human beings and technology. The game liberally borrows elements from Western heroic fantasy and science fiction, yet the story and action are centered around two young female protagonists, Terra and Celes, who are variations

Looking back at the Met Gala’s evening of technology-age fashion

Fashion, like everything else in the age of technology, is about fear—fear of what is coming next; fear of looking silly in the long run; fear of trying something new. How else to explain the often-underwhelming interpretations of “Manus x Machina: Fashion In An Age Of Technology” theme for last nig

Videogames and the digital baroque

During the 17th century in Europe and her colonies, mankind was forcibly removed from the center of the universe and cast adrift in an indifferent cosmos devoid of greater purpose or meaning. This was accomplished not by any supernatural power but by advancements in technology, particularly optics:

Final Fantasy XII and the glory of the grind

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  /// The first time I played Final Fantasy XII (2006), I didn’t get it. I liked it, I think—there was something unusually elegant about the game’s stern, philosophical conversati

Virtual reality showrooms turn your living room into a universal storefront

How much are you willing to pay to be a loyal customer? For me, it’s $100. I pay Amazon $100 a year so that I can buy things from them without feeling guilty about paying for shipping at checkout. I haven’t actually taken the time to do the math and figure out if this is saving me money in the long

Finals Fantasy creates game design lesson plans anyone can use

As tablets continue to move into schools and games like Minecraft (2011) are repurposed to educate, the idea of gamification, or using games to teach students about the world, has been gaining popularity as of late. However, as an increasingly diverse artistic medium of its own, others are developin

Beautiful African fantasy RPG Aurion comes out April 14th

In 2011, Elder Scrolls took players to the overtly Scandinavian nation of Skyrim. This week, Fire Emblem Fates will welcome Western players to the heavily Japanese Hoshido. And now we know that, on April 14th, 2016, Africa will finally get it’s due when Aurion: Legacy of the Kori-Odan opens up its C

The brilliant cruelty of Bravely Default’s nonlinear narrative

If I started this article at the end it probably wouldn’t make much sense. There’s a reason most writers put words and events in chronological order to tell a story. Some stories, however, are best told out of order. Charlie Kaufman’s Eternal Sunshine of the Spotless Mind (2004) works this way as it

The many failures of the Five Nights At Freddy’s creator

On January 21, Scott Cawthon’s Five Nights at Freddy’s World (FNaF World), the surprisingly light-hearted role-playing followup to the popular horror series, was released on Steam, ahead of its announced February 19th release date. User reception was generally positive, but the drastic shift in styl

Classic videogame worlds reimagined as subway maps

Few moments are more familiar in an old-school dungeon-crawler than the opening of a treasure chest, only to find a dungeon map. But if—for whatever whim of your fancy—you’ve been hoping instead for a subway map to unfold itself from those chests, you’re in luck: graphic designer Matthew Stevenson h

Final Fantasy draws a line between games and high fashion

Fashion is basically LARPing at scale. You decide on an identity to take on for the next few hours—a functional person, a grown up, someone loveable, Matt Bomer’s character on White Collar—and then you give it the old college try. Results may vary. The connection between LARPing and fashion is appar

New exhibit hints at a future for low-poly art outside of games

The unfortunate thing about low-poly art, the aesthetic of simple shapes and abstract images seen in games like Final Fantasy VII, is that it never got much of a chance to take off as a legitimate art style all its own. In a medium where big companies are constantly competing over realistic graphics

Women redesign female characters to show what videogames are missing out on

“Suppose, for instance, that men were only represented in literature as the lovers of women, and were never the friends of men, soldiers, thinkers, dreamers; how few parts in the plays of Shakespeare could be allotted to them; how literature would suffer! We might perhaps have most of Othello; and a