Title screens are something we tend to overlook, and that's understandable, as their existence in a game is the equivalent of a door we want to get through as quickly as possible. Typically, they're just the game's logo accompanied by a 3D environment or 2D artwork (which may still be beautiful, but there's not much to those). But every now and then, a developer will more effort into the title screen than what is typically seen, and the end result can leave a lasting impression on the player.
Title Screens are something I haven't been thinking of much until this year, but once I started to, there's one game that came to my mind immediately: Knights in the Nightmare for the DS and PSP. The cinematography, artwork, and sound come together to create a brief but impactful 20 second sequence that embodies the sad, depressing, and tragic mood of the game. This cult classic is one of those games I'll never forget, and the title screen stands out in my head just as much its interesting mechanics and heights of its story. It's concluded with an awkwardly paced reading of the game's name, the tone in a strange limbo between hopeful and despairing. Later on, you'll discover that the voice belongs to the main character of the game, and it's so fitting.
(PSP) Title screen for Knights in the Nightmare
In case you don't think I'm crazy already, just wait. One of the best title screens ever created belongs to a game I played this year: Fire Emblem Echoes: Shadows of Valentia (3DS). I was blown away by this title screen the first time I saw it. Rather than skip it during subsequent play sessions, I watched it to completion each time I started the game up. Not only that, but sometimes I visited the DLC menu or soft reset the game just so I can see it again. This title screen is perfect and does an amazing job of telling the players a story before they start the game. It's so good that I wish they didn't have the opening movie that takes from the game's CGI cutscenes. There are 4 parts to this "story", and I labeled it below. If you haven't played the game, you can watch it here: https://youtu.be/TmDGdnSceT0?t=138.
(3DS) Order of events in Fire Emblem Echoes: Shadows of Valentia's title screen
The first part begins by showing us the setting of the story, and the origin point of the story of Shadows of Valentia. We see a field of flowers surrounded by trees. The flowers are arranged haphazardly and there's no evidence of the site being contained within a castle's walls, as we see it stretch on into endless forest. This leads the viewer to believe the scene is located in the countryside, somewhere close to nature. Even though this part doesn't last more than 3 seconds, it establishes the setting of the scene instantly, and immediately transitions us to the second part.
The second part introduces us to the hero and heroine of the story, Alm and Celica, though as children. Although Celica's face is obscured, we can easily tell it is her from the box art and preceding opening animation. The decision to make Alm's face visible and Celica's not could be considered foreshadowing in a way, as the story begins with Alm's perspective on the events, giving Celica an air of mystery, and forces us to question who she is and what happened to her. Alm and Celica are running through the field of flowers, though they stay positioned in the lower half of the screen as the camera follows them. They're simply engaging in what children enjoy doing, play.
The third part shows Alm extending his hand for Celica to grab, and the two disappear as the camera continues to move through the field, leading us to the fourth part. The ending leaves us wondering about the whereabouts of the two children we saw only briefly. Although we know the long-term answers to this question once we begin the story, the sequence is created in a way that manipulates our mind into asking them. The mystery of Alm and Celica, who disappear before we can even see them completely grasp the other's hand, is the focus of the story of Shadows of Valentia, and this title screen shows that perfectly. What's made even better is that once the players see the story to its end, the child versions of Alm and Celica are replaced by their adult selves: the perfect conclusion to this story.
But this sequence does not solely excel in a visual aspect, it does so in an auditory one as well. Within a second of the song playing we hear the repetition of a drum. These beats sound muffled, as if they were being played many miles away from Alm and Celica. The delicate and sad sounding vocals that accompany the instruments feel like an auditory representation of Alm, Celica, and the other village children, who are overwhelmed and swept up in a massive war that encompasses the entire continent they live on.
Also, just this year, I noticed that The Legend of Zelda: Breath of the Wild and Super Mario Odyssey, bypass title screens completely on the first time starting up (Super Mario Odyssey only has an initial screen that asks you to choose between playing the game normally or in Assist Mode). I think this is a really interesting decision because it allows the game to set its initial mood through the player's first interactions rather than just a passive showcase of visuals. The title of the game doesn't appear until the player clears the opening environment (which really just amounts to walking forward in these 2 games), and the end result is something I find pretty memorable. Rather than being the first thing you see and giving you some level of expectations, it reveals itself after the first "wow" moment of the game. Your expectations are met/answered by the game itself.
So what about you, ResetEra? I'm interested in hearing about your favorite title screens, or those opening moments of gameplay that function as one.
Edit: If you're struggling to find something, or just want to see a breadth of title screens, check out our very own U2NUMB's YouTube channel!
Title Screens are something I haven't been thinking of much until this year, but once I started to, there's one game that came to my mind immediately: Knights in the Nightmare for the DS and PSP. The cinematography, artwork, and sound come together to create a brief but impactful 20 second sequence that embodies the sad, depressing, and tragic mood of the game. This cult classic is one of those games I'll never forget, and the title screen stands out in my head just as much its interesting mechanics and heights of its story. It's concluded with an awkwardly paced reading of the game's name, the tone in a strange limbo between hopeful and despairing. Later on, you'll discover that the voice belongs to the main character of the game, and it's so fitting.
(PSP) Title screen for Knights in the Nightmare
In case you don't think I'm crazy already, just wait. One of the best title screens ever created belongs to a game I played this year: Fire Emblem Echoes: Shadows of Valentia (3DS). I was blown away by this title screen the first time I saw it. Rather than skip it during subsequent play sessions, I watched it to completion each time I started the game up. Not only that, but sometimes I visited the DLC menu or soft reset the game just so I can see it again. This title screen is perfect and does an amazing job of telling the players a story before they start the game. It's so good that I wish they didn't have the opening movie that takes from the game's CGI cutscenes. There are 4 parts to this "story", and I labeled it below. If you haven't played the game, you can watch it here: https://youtu.be/TmDGdnSceT0?t=138.
(3DS) Order of events in Fire Emblem Echoes: Shadows of Valentia's title screen
The first part begins by showing us the setting of the story, and the origin point of the story of Shadows of Valentia. We see a field of flowers surrounded by trees. The flowers are arranged haphazardly and there's no evidence of the site being contained within a castle's walls, as we see it stretch on into endless forest. This leads the viewer to believe the scene is located in the countryside, somewhere close to nature. Even though this part doesn't last more than 3 seconds, it establishes the setting of the scene instantly, and immediately transitions us to the second part.
The second part introduces us to the hero and heroine of the story, Alm and Celica, though as children. Although Celica's face is obscured, we can easily tell it is her from the box art and preceding opening animation. The decision to make Alm's face visible and Celica's not could be considered foreshadowing in a way, as the story begins with Alm's perspective on the events, giving Celica an air of mystery, and forces us to question who she is and what happened to her. Alm and Celica are running through the field of flowers, though they stay positioned in the lower half of the screen as the camera follows them. They're simply engaging in what children enjoy doing, play.
The third part shows Alm extending his hand for Celica to grab, and the two disappear as the camera continues to move through the field, leading us to the fourth part. The ending leaves us wondering about the whereabouts of the two children we saw only briefly. Although we know the long-term answers to this question once we begin the story, the sequence is created in a way that manipulates our mind into asking them. The mystery of Alm and Celica, who disappear before we can even see them completely grasp the other's hand, is the focus of the story of Shadows of Valentia, and this title screen shows that perfectly. What's made even better is that once the players see the story to its end, the child versions of Alm and Celica are replaced by their adult selves: the perfect conclusion to this story.
But this sequence does not solely excel in a visual aspect, it does so in an auditory one as well. Within a second of the song playing we hear the repetition of a drum. These beats sound muffled, as if they were being played many miles away from Alm and Celica. The delicate and sad sounding vocals that accompany the instruments feel like an auditory representation of Alm, Celica, and the other village children, who are overwhelmed and swept up in a massive war that encompasses the entire continent they live on.
Also, just this year, I noticed that The Legend of Zelda: Breath of the Wild and Super Mario Odyssey, bypass title screens completely on the first time starting up (Super Mario Odyssey only has an initial screen that asks you to choose between playing the game normally or in Assist Mode). I think this is a really interesting decision because it allows the game to set its initial mood through the player's first interactions rather than just a passive showcase of visuals. The title of the game doesn't appear until the player clears the opening environment (which really just amounts to walking forward in these 2 games), and the end result is something I find pretty memorable. Rather than being the first thing you see and giving you some level of expectations, it reveals itself after the first "wow" moment of the game. Your expectations are met/answered by the game itself.
So what about you, ResetEra? I'm interested in hearing about your favorite title screens, or those opening moments of gameplay that function as one.
Edit: If you're struggling to find something, or just want to see a breadth of title screens, check out our very own U2NUMB's YouTube channel!
A thread near and dear to my heart.. I have for the last 5 years been uploading game title screens to a youtube channel. I have never gained a penny off this site and have only done it for the love. I am zeroing in on 2000 title screens uploaded.. you can find the channel at
http://pressstartonce.com
Always looking for feedback / help or anything to make it better.. again I do it in my spare time to preserve title screens..
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