8/12/2023 0 Comments Sudeki voice actorsOf course, the breasts are prominent, with a great deal of her body on display in a stiff, straight-on pose. Actual and conceptual lines, light, and color all lead the viewer's eye to her. She is important in the image because: while she is smaller than the western rendering, the composition of all the design elements bring her forward. In general, this version is subtley more amiable and submissive, closer to the trope of the traditional Japanese "ideal" woman, for better or worse. Hair and headband are flicking about in the wind dramatically, in true anime fashion - and she is holding a staff of some sort, indicating that she is indeed a character in a fantasy world and not just some throw-away spokesmodel on the front of a box for god-knows-what. Her eyes are larger, and set in a more childlike face. ![]() Her pose seems slightly more reserved about displaying so much of her body at once - but don't get me wrong, she's still half-naked and her breasts are still prominent and central to the image. Western (Europe and North American) Cover ArtĪngled so that we see much of her from above. It's funny that the visual style and title might lead one to believe that this was a Japanese-made game, because it was actually developed in the UK by some company called "Climax." Hopefully, you can tell already which cover I prefer: Sudeki is apparently a rather terrible Action RPG, which I've managed to avoid. In this premiere edition of Case Closed, we'll be looking at a classic example of these marketing machinations at work. There can be some very different assumptions made about what design and stylistic choices will appeal to each region, and the contrasts range from subtle to drastic. It's often pretty interesting (and bizarre) to see how these concepts translate across box art for games released in both Japan and western countries. I can understand that companies are eager to play the odds and assume that the gamer in question is a young male - but you can't target a specific demographic like that too narrowly without turning off other potential buyers. ![]() Naturally, covers vary from region to region, and there are examples of tasteful and attractive art as well as cheap, degrading exploitation. Cover designers have to make assumptions about your age and gender, and what aspects of their game should be emphasized in order to capitalize on your possible buying habits. The imagery used on the front covers are carefully considered and composed to grab your attention and get you interested - but precisely what marketers think will get you interested can be a pretty awkward and downright embarrassing notion, at times. ![]() Video game box art, unfortunately, provides us with a bevy of demonstrations in how not to design product packaging. Research into what's popular with target demographics can be a valuable tool in promotion and advertising, but when that principle is taken too far, the results smack of desperation. However, savvy marketers and designers know full well that consumers' expectations of, and interest in, a given product relies heavily on its exterior packaging. The phrase " Don't judge a book by its cover" also applies to the realm of video games.
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