The Works of Yoko Taro

Showcasing Yoko Taro

The Works of Yoko Taro
Source: SUPERJUMP.

👋 Hi there! Welcome to the latest edition of SUPERJUMP Weekly. This week, we're delving into the creative mind of the great Yoko Taro, an undoubtedly enigmatic figure in the games industry. His work is defined by both its innovation and depth. Our Story Showcase includes an interview with the man and a couple of his collaborators, along with some beautiful deep-dives on his creations. In this issue, we also showcase the works of SUPERJUMP Managing Editor Bryan Finck and feature Barraka in our latest On the Radar update.

We hope you enjoy this issue. Please consider becoming a Backer if you would like to support our unique brand of independent games journalism. Thank you.

IN THIS ISSUE

✍️ Story Showcase: Yoko Taro
⭐ Author Showcase: Bryan Finck
📡 On the Radar: Barraka
📅 This Week on SJP
🏆 Backers

YOKO TARO

STORY SHOWCASE

Game Masters: Yoko Taro
How to recognize a Yoko Taro RPG
NieR: Automata - An Interview with Yoko Taro, Yosuke Saito, and Keiichi Okabe
With the re-release of NieR: Automata on Nintendo Switch, the legendary minds behind the game discuss their craft in an exclusive interview
NieR: Replicant and Experimental Narrative
The video game medium excels at defying expectations
Nier Automata Explores “2B or Not 2B” but Doesn’t Provide an Answer
Yoko Taro’s nihilist painting of the future, featuring hope
We Need to Talk About Gay Relationships in JRPGs
Why we need more gay representation in JRPGs and how narrative design and character writing can improve
NieR and Back Again
Returning to Taro Yoko’s dreamland

BRYAN FINCK

AUTHOR SHOWCASE

👤
Getting Personal With PR: Interviewing TriplePoint’s Paul Lombardo
Video game PR explained
Jusant: A Beautiful Ascent
A wonderfully creative experience
How They Make the Guac: An Interview With DrinkBox Studios
Studio co-founder Ryan MacLean gives us insight into the creation of hits like Guacamelee and Severed
Getting Tactical With Pierre Leclerc, Creator of Fell Seal: Arbiter’s Mark
The co-founder of 6-Eyes Studio tells us how they created this ode to the beloved classics of the genre
How to Pitch Your Game to Publishers and Investors
A comprehensive guide that’s especially useful for indie developers
Defining Real-Time Strategy With Petroglyph Games
A lifetime of designing industry-leading RTS games for everyone

BARRAKA

ON THE RADAR

As game discovery has shifted more and more to shortform video, distinctive graphical styles have become increasingly important. While a lot of games have that interesting look, none stand out quite like the plasticine world of Barraka.

Young Ainhoa didn't know what she was getting into with the Barraka fair. What should have been fun and games has turned into a deadly gauntlet full of traps, killer clowns and ghosts, all set in motion by the evil witch that's secretly running the show. Getting out in one piece will mean working with some of the friendlier carnies to find a way through Barraka's killer attractions.

Source: Steam.

Barraka's primary gameplay is a top-down action/puzzle game, resembling a lot of hybrid puzzle titles from the '90s. Ainhoa collects toys that can be used to solve puzzles and incapacitate or defeat enemies. That's just the core gameplay, though. Many of the attractions feature completely different gameplay styles, such as a driving-oriented bumper cars challenge or a merry-go-round that turns into a horizontally scrolling shooter.

But it's Barraka's visual design that's the most striking aspect. The game employs a blend of different animation techniques to create a world that looks like no other game out there. Most character animations are based on stop motion, but this isn't your old-school claymation - the animations are still fluid, with plenty of detail. The result is a game that feels like it has a material reality beyond the screen.

Barraka is pending a release date.

💻 Created by Zomorro Studio
✍️ Andrew Johnston

THIS WEEK

ON SUPERJUMP

The Legend of Zelda: Tears of the Kingdom and the Weight of Innovation
A story that can’t keep pace with the innovative gameplay
The Making of Amnesia: The Bunker
Learn the secrets behind one of the scariest games of the generation
Cryptmaster Evolves the Text Parser Adventure Game
Inventive, wry gameplay makes for a great adventure
WordPlayer: Wide Ocean Big Jacket Is A Perfect One-Hour Game
A full life, but small
Hellblade II Shows the Burden of Acceptance
A poignant exploration of mental illness and trauma
Bethesda Game Studios is the First Microsoft Video Game Studio To Unionize
A first for large developers in the industry

BACKERS

THANK YOU 🙏

Thank you to Berke, Brandon, CT, Cathie, Claire, Geena, Lexi, Nick, Oren, Peter, Troy, Radha, and Wes for supporting independent, cynicism-free games publishing.

Why not join these fine folks and become a SUPERJUMP Backer?

Becoming a SUPERJUMP Backer means:
• 100% of your contribution goes directly to our authors.
• You'll receive a monthly 10% discount code for all purchases at PixelCrib and the SUPERJUMP Merch Store.
🌳
SUPERJUMP plants a tree for every issue of SUPERJUMP Weekly, thanks to Carbon Positive Australia. Thank you for reading.

Comments

Sign in or become a SUPERJUMP member to join the conversation.