Sunday, May 16, 2010

Cover Art

In doing a little research, I found out that the cover art for Fallout New Vegas was just released. I'm kind of interested in the image people look at every time they open the box and what has changed from game to game (and subsequently, what hasn't).

Let's start from the beginning. Fallout 1
Here we see the tradmark Fallout logo in the upper right corner, which is pretty consistent through most of the cover art for the "series" And the large figure is a member of the "Brotherhood of Steel". The "BoS" is basically derived from the American military in their tactics and are in search for old technology and then they try preserve it so it can be used for later use. They aren't really much of your enemy, but just don't give them a reason to be...

Fallout 2:
Here we see a similar set up, with the Fallout logo in the upper right corner. The colors are quite different. And the figure is from the Enclave Troops. The Enclave is the militaristic organization descending from the pre-war U.S. government.

*Fallout: Van Buren was only produced a tech demo. No cover art is available.

Fallout: 3
Here we see the updated armor of a member in the "Brotherhood of Steel" that you come in contact with during the game and actually fight alongside with during a couple missions.

*I could not find a bigger version of the Fallout: New Vegas. But here is the site where you can view the cover art: http://fallout.wikia.com/wiki/Fallout:_New_Vegas
And since there is no information on the characters in the game, I can not say what exactly the person is/what they do on the cover.

But all of these covers fulfill the ominous feeling that goes along with their post-apocalyptic settings. Personally, I feel the colors are (somewhat) not as important as the characters and the position of them. In all of the covers, one is confronted with an almost alien/robot figure or something as far from human as possible. Most of which show a figure made mostly of metal, thus furthering the feeling something powerful and incapable of emotion.

But most important, is the lack of representation of the figures eyes. A person can connect a lot with another largely because due to eye contact. In all of these covers, the viewer is looking into dark slats where, presumably, the figures eyes are. This continues the offsetting feeling.

All of this really connects to the setting of the game. A cold, hard, hostile world.

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