We’ve drawn attention to Kyoto-based apparel brand EDITMODE a number of times in the past, most recently when we showcased the 2017 Spring collection for their ‘THE KING OF GAMES’ line of quality Nintendo-licensed apparel.
The latest episode of creative-focused documentary series toco toco offers us a fascinating look behind the scenes at EDITMODE, following director/ designer Tadaaki Enami and photographer/PR manager Chikako Yamanaka as they discuss the process and inspirations behind their design work, which features some of the most beloved gaming IP of all time.
The video begins with a look at Hedgehog Books & Gallery, a bookshop and exhibition space near the EDITMODE office which has played host to a number of displays of their work, including their yearly Christmas pop-up shops. The pair also introduce the Nishitomiya Croquette Store, where they regularly meet with clients to eat and discuss work.
Enami offers some insight into the founding of the company, explaining the process he went through in trying to license the images of iconic characters from a protective Nintendo, as well as how he hoped to incorporate them into designs that would be popular with people who enjoyed games during the Famicom’s heyday.
You can follow toco toco on Twitter, Facebook and Instagram. Visit their YouTube Channel to enjoy past episodes.
Spring has well and truly sprung and it’s the time of year where many partake in ‘hanami‘, the viewing of spring cherry blossoms during the brief window in which they adorn fruit trees across Japan. Miki7722‘s blossom-viewing trip was apparently lacking in many of said blossoms, but she did have the privilege of run into a Slime of Dragon Quest fame.
Here’s another Japanese speciality, this time an edible one – Kananmds got their hands on this rather delicious-looking Magikarp taiyaki, a Pokémon-inspired take on a type of fish-shaped pastry traditionally filled with bean paste.
Another week, another snap of those charming Diskun biscuits, this time courtesy of syrup_frog and served alongside an equally appetising pon de ring-style doughnut. The Yume Kōjō (a media event run in the late 80s by network Fuji TV that would serve as the basis for Nintendo’s Yume Kōjō: Doki Doki Panic, and later Super Mario Bros. 2 – this video by Gaijillionaire provides some excellent background and is worth watching) drinking glass is a nice touch! Continue reading
A little over seven years have passed since CiNG, the Fukuoka-based developers behind critically acclaimed titles such as Hotel Dusk: Room 215 and the Another Code (Trace Memory) series, filed for bankruptcy.
Fans of CiNG’s atmospheric mystery titles in particular – games that stood out as some of the finest Nintendo-published software of the ‘Touch Generations’ era – will no doubt still be mourning the premature loss of their originality and thoughtful approach to using hardware that served as hallmarks of their creations. 2016’s Chase: Cold Case Investigations, a 3DS mystery visual novel developed by a number of ex-CiNG staff, offered something in the way of hope that the spirit of CiNG’s games can still be kept alive today, but for those whose admiration is reserved for the gripping tales of former detective Kyle Hyde, there is no better time than now to reflect on how those stories came to be told. Continue reading
Kyoto-based EDITMODE have recently revealed the spring collection for THE KING OF GAMES, their tasteful gaming-inspired line of officially Nintendo-licensed apparel.
This fresh line-up features casualwear styles celebrating beloved Nintendo characters, with the likes of Kirby’s Dream Land, Balloon Fight and The Legend of Zelda making appearances. Continue reading
Following the recent release of the critically acclaimed Nier: Automata, toco toco joined its director and scenario writer Yoko Taro, introducing us to his bizarre direction style and some of his favourite Osaka locales for both work and play.
Taro discusses everything from his views on today’s AAA games to his love of Galactic Pinball on the Virtual Boy, whilst his co-workers have an opportunity to share their viewpoints on his unorthodox approach to game design. After working on what is undoubtedly his most ambitious game to date, Taro’s thoughts on his place amongst young creators come in the form of a humorous yet thought-provoking proclamation on the role of veteran figures in the games industry.
You can follow toco toco on Twitter, Facebook and Instagram. Visit their YouTube Channel for more videos.
Obscure game preservationist and Satellaview aficionado Kiddo Cabbusses has shared footage of a unique Mario adventure that you’ve likely never experienced.
Mario to Yoshi no Bouken Land (Mario & Yoshi’s Adventure Land) is an animated re-telling of the events of SNES classic Super Mario World, released exclusively on a Japan-only device called the Terebikko. Launched by Bandai in 1992, the Terebikko is a phone-shaped toy that runs in conjunction with special VHS tapes featuring popular cartoons and anime of the era – at various intervals in each story, children are encouraged the pick up the fake phone and answer questions related to the story by pressing one of four colour-coded buttons. Continue reading
With The Legend of Zelda: Breath of the Wild making waves this month, it seems only fitting to start off by showing some love to Nintendo’s fantasy powerhouse – namely with this brilliant vintage Zelda keshi, shared by sculptor and small toy afficionado Eric Nilla.
A lot of video game-themed keshi (small figures made of eraser-like material, normally inspired in design by Japanese manga and anime) did the rounds in the Famicom’s heyday. More recently, companies like ZOOMOTH have produced original figures for collectors, such as this Master Higgins/Takahashi Meijin from Hudson’s Adventure Island. This particular, cart-surfing figure is a part of lord_gajiaotzu‘s collection.
You may remember that in a past instalment of Culture Collection, we took a look at a 3D-printed cookie cutter shaped like Famicom Disk System mascot Diskun, shared by Kazzycom. Well you’ll be pleased to know that the end product, some rather delicious-looking cookies, have finally surfaced. The cookies were sold at an event in Saitama and apparently have a crisp texture. Seems they turned out very well! Continue reading
Transparent electronic hardware has a certain allure that’s difficult to explain. Be it Nintendo’s unreleased demonstration hardware or even CRT TVs made for use in prison, some kind of thrill can be had from gazing in at the parts of a device that you’re not supposed to touch. This gorgeous transparent SNES console, complete with matching controller, masterfully applies this concept with a design that re-invents the US SNES’s trademark plastic housing whilst capturing its unique and rarely appreciated interior form. Continue reading
You may have heard some variation of the phrase “from limitation comes creativity.” Usually, this phrase is used in reference to a physical limitation. One such example would be an artist who has lost the use of their hand, who then paints with their feet. The interesting thing about limitations is that they narrow our available options and force us to problem solve. When limitations are applied to designing a video game it can help you focus and deliver a more refined end result. Although we’ve reviewed working with limitations in regards to specific hardware, you can get a completely different perspective when those limitations are self inflicted.
With the technology we have available today, it’s possible to create almost any game you could dream up. For some designers this can create the problem of simply having too many options, which can make it difficult to know where to start on your project; the end result can often be that your project doesn’t get started. As a child you may have sat down with a small box of crayons and scribbled away on some paper or in a book, just for fun. Now imagine, as a child, you were tasked with colouring everything on a page as accurately as possible. If you were given a standard box of 8 crayons, you’d likely end up making the sky blue, the grass green, the trees brown and so-on. Now imagine instead of that box of 8, you were given a box of 96 crayons with the same task. You’d have to choose whether the grass is yellow-green, forest green, olive, fern or shamrock. Would the trees be beaver, chestnut, raw umber or sepia?
Just making those decisions adds additional time on getting your finished product. You also have the additional possibility of second guessing your choices later on. Maybe there was a better option for the grass or the trees and you feel less confident about it by the time the picture is done. If you only had the original 8 options, instead of 96, it is much easier to make a choice and stick with it. When approaching game design with all of the development software and design tools available, we are working with a very big box of crayons. Continue reading
I was kindly invited to join Matthew Gibson, Jack Gawn and Sam Spade for the latest episode of Nintendo Podcast System, which as the name suggests is a podcast dedicated to all things Nintendo.
Some great discussion was had about recent Nintendo-related happenings, as well as in-depth gushing about our time spent with The Legend of Zelda: Breath of the Wild (a note that if you’re going into the latest Zelda blind, you may want to steer clear of this section to avoid some talk that could be considered spoilers). I had a really good time recording this one and even managed to bring some Doshin the Giant chat to the table, so I definitely recommend giving it a listen.
You can follow Nintendo Podcast System on Twitter and listen to the podcast on iTunes or YouTube.