Sunday, October 14, 2012

Superflat

In most of the Japanese games that I have played there seems to be a child-like wonder and clear cut between "good" and "evil". Most characters in story heavier Japanese games seem to be relatively shallow with only one dimension of their personality to explore. If someone is motivated by revenge, all they talk about is revenge, and if someone wants to find a friend, all they talk about is finding that friend. I don't see this becoming a trend in Western cultures since it would seem like a regressive step for art.

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