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The Book of Watermarks

The Book of Watermarks is a video game by developer Arc Entertainment, published in Japan in 1999 by Sony Computer Entertainment for the PlayStation. Self-described as an "adult-friendly adventure",[1] the game is an interactive adventure game with pre-rendered graphics similar to Myst, with a visual and narrative style strongly influenced by the Shakespeare play The Tempest and the 1991 film Prospero's Books. Although released to minimal fanfare, The Book of Watermarks has retrospectively been assessed by critics as a unique and experimental entry in the early catalog of PlayStation games.

The Book of Watermarks
Cover Art
Developer(s)Arc Entertainment
Publisher(s)Sony Computer Entertainment
Producer(s)Ryoji Akagawa
Designer(s)Takashi Kobayashi
Artist(s)Mie Owase
Platform(s)PlayStation
Release
  • JP: 15 July 1999
Genre(s)Adventure
Mode(s)Single-player

Plot edit

Prospero (played by Jack Donner), the Duke of Milan, is deposed and exiled on a desert island. Prospero invites the player, in the role of Ferdinand, to solve a series of puzzles as they explore his estate to uncover twelve of Prospero's thirteen magical books, within which are the source of his powers. As the player collects the books around the island, Prospero opines over the knowledge within through a series of full motion video scenes, in which each are the source and sum total of human knowledge, responsible for many of the social and historical changes of the Renaissance. However, once the player obtains all the books, Prospero reveals that he seeks the books not to recover them, but to destroy them, stating that the books are "monsters spawned by limitless human desire," with the titular Book of Watermarks creating infinite and uncontainable amounts of information dangerous to humanity. Once Prospero retrieves the books, he vows to cast each of them into the sea.[2]

Gameplay edit

 
A screenshot of The Book of Watermarks, depicting the pre-rendered environments.

The Book of Watermarks is played as a conventional adventure game in which the player navigates the pre-rendered scenery of two islands, Ceres and Iris Island, to collect the twelve books sought by Prospero. The game is navigated from a first-person perspective, with the player using directional controls to travel between static scenes, with animations playing between transitions.[3] To progress, players complete a series of puzzle mechanics, including finding keys for locked doors, completing patterns or words found on clues elsewhere in the island, or navigating mazes.[2] If the player is stuck, they are able to find and consult the titular Book of Watermarks to receive clues about where to go next, either identifying the location of the next puzzle, or providing a solution.[2] Rarely for a Japanese release, the game's full motion video cutscenes and much of its text are mostly in English.[4]

Development edit

The Book of Watermarks was developed over the course of two years by three staff members of Arc Entertainment, led by director Takashi Kobayashi.[5] Kobayashi stated the game was developed under several influences, primarily the Shakespeare play The Tempest, of which Prospero plays a character, the Jorge Luis Borges story The Library of Babel, and the 1991 Peter Greenaway film Prospero's Books, as well as heavy use of Classical and Renaissance aesthetics and philosophy.[6] Sony Computer Entertainment held a release event and interview with Kobayashi on 14 July 1999 in Ginza.[5] At the event, Kobayashi praised the game as a "game for adults", reflecting upon his aim of developing a game that "has an appropriate amount of intelligence, have a world that arouses the imagination, and (is not) noisy."[5] The soundtrack of the game is partly contributed to by Irish composer Moya Brennan, member of Clannad and sister to Irish new age artist Enya.[3]

Reception edit

The Book of Watermarks received lukewarm attention upon release. Chinese publication Game Software praised the game's production as "outstanding among similar works" due to the involvement of Sony Computer Entertainment, although finding the puzzles "a bit too difficult".[8] Japanese magazine Dengeki PlayStation praised the "splendor" of the game's graphics, although found the movement of the camera slow and "unsuitable for impatient people".[7]

Retrospective edit

The Book of Watermarks has retrospectively been provided with more attention, with favorable reception of the game as a unique entry in the early catalog of the PlayStation, and indicative of the appetite for Japanese developers to release unusual or experimental titles. Simon Parkin of Eurogamer stated the game was "memorable" and part of an effort by developers "to paint their visions in full, often without compromise, in a way that only the best-funded independent game-makers are able to do today."[9] Similarly, in a retrospective of the PlayStation's twentieth anniversary, Edge cited The Book of Watermarks as an example of the "unusual curios" and "leftfield releases" on the platform.[10] Keith Stuart of The Guardian similarly cited The Book of Watermarks as part of a genre of "eerie" games on the PlayStation, stating the console featured "weird, traumatising games because (it) was so successful, game development was still relatively inexpensive and European publishers were enthusiastically importing Japanese titles."[11]

Long after its release, several critics have written long-form reviews of the game. Writing for The Obscuritory, Phil Salvador praised the game's visual design, stating that its "monumental stature" and "stately wonder...turns if from just a dull dull collection of puzzles into a divine game of connect-the-dots." Whilst critiquing the pacing and puzzles in the game, Salvador praised its eclectic design, stating 'the game cribs from a basket of influences, re-appropriating European art, history, literature, and even entire languages out of context for its own purposes. It can be narratively inert, erratically paced, and, frankly, infuriating, but it's never uninteresting."[2] Hardcore Gaming 101 also noted that whilst "the adventure is linear, the riddles are rather classical and the progression isn’t really fascinating," the game was a unique departure from convention in the Japanese market, stating "it definitely has the merit of trying to offer to the Japanese public a game whose standards stemmed from an other ludo-cultural context than that of the anime-dominated Japanese adventure game scene."[3] Luke Plunkett of Kotaku praised the game's "serious dedication to context...with a wonderfully late-90s look and sound."[4]

References edit

  1. ^ "An adventure game that adults can enjoy!". Famitsu (in Japanese). No. 555. August 1999. p. 12.
  2. ^ a b c d Salvador, Phil (1 December 2021). "The Book of Watermarks". The Obscuritory.
  3. ^ a b c Iwant (14 April 2012). "Book of Watermarks, The". Hardcore Gaming 101.
  4. ^ a b Plunkett, Luke (11 May 2012). "The Japanese Game That Was Played In English, Based On Shakespeare". Kotaku.
  5. ^ a b c . Geisen (in Japanese). 14 July 1999. Archived from the original on 2001-02-11.
  6. ^ Kobayashi, Takashi (1999). . Watermarks.
  7. ^ a b "The Book of Watermarks". Dengeki PlayStation (in Japanese) (113). 23 July 1999.
  8. ^ a b "The Book of Watermarks". Game Software (in Chinese). 2000. p. 121.
  9. ^ Parkin, Simon (8 December 2014). "20 years of PlayStation: Japan's war on cliché". Eurogamer.
  10. ^ "PlayStation: The Story Behind the Brand". Edge (274): 73. December 2014.
  11. ^ Stuart, Keith (6 September 2019). "Weird Dreams in Granny's Garden: a brief history of cursed video games". The Guardian.

External links edit

  • . MobyGames. Archived from the original on 2023-02-09.

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The Book of Watermarks is a video game by developer Arc Entertainment published in Japan in 1999 by Sony Computer Entertainment for the PlayStation Self described as an adult friendly adventure 1 the game is an interactive adventure game with pre rendered graphics similar to Myst with a visual and narrative style strongly influenced by the Shakespeare play The Tempest and the 1991 film Prospero s Books Although released to minimal fanfare The Book of Watermarks has retrospectively been assessed by critics as a unique and experimental entry in the early catalog of PlayStation games The Book of WatermarksCover ArtDeveloper s Arc EntertainmentPublisher s Sony Computer EntertainmentProducer s Ryoji AkagawaDesigner s Takashi KobayashiArtist s Mie OwasePlatform s PlayStationReleaseJP 15 July 1999Genre s AdventureMode s Single player Contents 1 Plot 2 Gameplay 3 Development 4 Reception 4 1 Retrospective 5 References 6 External linksPlot editProspero played by Jack Donner the Duke of Milan is deposed and exiled on a desert island Prospero invites the player in the role of Ferdinand to solve a series of puzzles as they explore his estate to uncover twelve of Prospero s thirteen magical books within which are the source of his powers As the player collects the books around the island Prospero opines over the knowledge within through a series of full motion video scenes in which each are the source and sum total of human knowledge responsible for many of the social and historical changes of the Renaissance However once the player obtains all the books Prospero reveals that he seeks the books not to recover them but to destroy them stating that the books are monsters spawned by limitless human desire with the titular Book of Watermarks creating infinite and uncontainable amounts of information dangerous to humanity Once Prospero retrieves the books he vows to cast each of them into the sea 2 Gameplay edit nbsp A screenshot of The Book of Watermarks depicting the pre rendered environments The Book of Watermarks is played as a conventional adventure game in which the player navigates the pre rendered scenery of two islands Ceres and Iris Island to collect the twelve books sought by Prospero The game is navigated from a first person perspective with the player using directional controls to travel between static scenes with animations playing between transitions 3 To progress players complete a series of puzzle mechanics including finding keys for locked doors completing patterns or words found on clues elsewhere in the island or navigating mazes 2 If the player is stuck they are able to find and consult the titular Book of Watermarks to receive clues about where to go next either identifying the location of the next puzzle or providing a solution 2 Rarely for a Japanese release the game s full motion video cutscenes and much of its text are mostly in English 4 Development editThe Book of Watermarks was developed over the course of two years by three staff members of Arc Entertainment led by director Takashi Kobayashi 5 Kobayashi stated the game was developed under several influences primarily the Shakespeare play The Tempest of which Prospero plays a character the Jorge Luis Borges story The Library of Babel and the 1991 Peter Greenaway film Prospero s Books as well as heavy use of Classical and Renaissance aesthetics and philosophy 6 Sony Computer Entertainment held a release event and interview with Kobayashi on 14 July 1999 in Ginza 5 At the event Kobayashi praised the game as a game for adults reflecting upon his aim of developing a game that has an appropriate amount of intelligence have a world that arouses the imagination and is not noisy 5 The soundtrack of the game is partly contributed to by Irish composer Moya Brennan member of Clannad and sister to Irish new age artist Enya 3 Reception editReceptionReview scoresPublicationScoreDengeki PlayStation75 70 7 Game Software7 3 8 The Book of Watermarks received lukewarm attention upon release Chinese publication Game Software praised the game s production as outstanding among similar works due to the involvement of Sony Computer Entertainment although finding the puzzles a bit too difficult 8 Japanese magazine Dengeki PlayStation praised the splendor of the game s graphics although found the movement of the camera slow and unsuitable for impatient people 7 Retrospective edit The Book of Watermarks has retrospectively been provided with more attention with favorable reception of the game as a unique entry in the early catalog of the PlayStation and indicative of the appetite for Japanese developers to release unusual or experimental titles Simon Parkin of Eurogamer stated the game was memorable and part of an effort by developers to paint their visions in full often without compromise in a way that only the best funded independent game makers are able to do today 9 Similarly in a retrospective of the PlayStation s twentieth anniversary Edge cited The Book of Watermarks as an example of the unusual curios and leftfield releases on the platform 10 Keith Stuart of The Guardian similarly cited The Book of Watermarks as part of a genre of eerie games on the PlayStation stating the console featured weird traumatising games because it was so successful game development was still relatively inexpensive and European publishers were enthusiastically importing Japanese titles 11 Long after its release several critics have written long form reviews of the game Writing for The Obscuritory Phil Salvador praised the game s visual design stating that its monumental stature and stately wonder turns if from just a dull dull collection of puzzles into a divine game of connect the dots Whilst critiquing the pacing and puzzles in the game Salvador praised its eclectic design stating the game cribs from a basket of influences re appropriating European art history literature and even entire languages out of context for its own purposes It can be narratively inert erratically paced and frankly infuriating but it s never uninteresting 2 Hardcore Gaming 101 also noted that whilst the adventure is linear the riddles are rather classical and the progression isn t really fascinating the game was a unique departure from convention in the Japanese market stating it definitely has the merit of trying to offer to the Japanese public a game whose standards stemmed from an other ludo cultural context than that of the anime dominated Japanese adventure game scene 3 Luke Plunkett of Kotaku praised the game s serious dedication to context with a wonderfully late 90s look and sound 4 References edit An adventure game that adults can enjoy Famitsu in Japanese No 555 August 1999 p 12 a b c d Salvador Phil 1 December 2021 The Book of Watermarks The Obscuritory a b c Iwant 14 April 2012 Book of Watermarks The Hardcore Gaming 101 a b Plunkett Luke 11 May 2012 The Japanese Game That Was Played In English Based On Shakespeare Kotaku a b c Book of Watermarks Completion Commemorative Event Held Geisen in Japanese 14 July 1999 Archived from the original on 2001 02 11 Kobayashi Takashi 1999 This is an introduction to the game for maniacs Watermarks a b The Book of Watermarks Dengeki PlayStation in Japanese 113 23 July 1999 a b The Book of Watermarks Game Software in Chinese 2000 p 121 Parkin Simon 8 December 2014 20 years of PlayStation Japan s war on cliche Eurogamer PlayStation The Story Behind the Brand Edge 274 73 December 2014 Stuart Keith 6 September 2019 Weird Dreams in Granny s Garden a brief history of cursed video games The Guardian External links edit The Book of Watermarks for PlayStation 1999 MobyGames Archived from the original on 2023 02 09 Retrieved from https en wikipedia org w index php title The Book of Watermarks amp oldid 1157148690, wikipedia, wiki, book, books, library,

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