Louis_Cypher
Arcane
- Joined
- Jan 1, 2016
- Messages
- 2,000
I recently fired up 'Severance: Blade of Darkness'. During the opening, from about 1 minute 20 seconds below (should play from there), there is a valley or gorge that is just very visually and audibly satisfying. It struck me as another example of how late 1990s and early 2000s games captured the feel of mysterious worlds, in very few polygons, often constructed from simple shapes representing flat rock planes or pillars of unadorned rock. I was enjoying the scenery of a game that I never played upon release, despite it technically being 20 years old, from a time ostensibly primitive compared to current capabilities, more than I do in many modern games. Perhaps level designers had a good sense for placement of terrain, and could translate it into game design. The sound design sells the scene, and the whole thing gives a cool vibe:
There is almost no actual detail beyond the textures. No grass. No twigs. No bushes. No random rocks. Yet it feels like a real place, full of shallow pools, cascading from one section of a river to another, and one that is inviting to explore. These days we have the technology to place shrubs everywhere, fill it with sand, put decorations everywhere, make the rocks realistic, or fill an internal man-made space with candles and baroque furnishings. I personally find that the eye can slide off too much detail. The suggestion of what is there, the impression, is more important than the detail.
Dark Souls I in general used a lot of interesting architecture, from studying European ruins and churches, had lots well placed architectural features, mysterious stairs, and nice walls or coblestones of undressed stone. Resembling Dunluce Castle, Klis Fortress, or Heidelberg Castle. The way that people sometimes prefer an ancient ruin, to the actual living colours that temples in Greece or South Asia were sometimes painted in, it shows a aesthetically interesting world pretty devoid of ornamentation in many areas, as if the Undead Parish has been long cleared of any objects by human scavengers, wind and elements.
Is that actually preferable to say tons of baroque details in a video game level? I find my eye sometimes just slides off environments that are packed with objects, depending of course on how tastefully it's done.
I was looking at some screenshots and footage from 'Enotria: The Last Song', which looks great even if it's apparently not a game on par with some other Soulslikes. It has quite beautiful architecture, presumbly inspired by medieval Italian hill towns. I would say I much prefer say the bare bridge or whatever pictured above as a playing area, when compared to something absolutely loaded with objects.
There is almost no actual detail beyond the textures. No grass. No twigs. No bushes. No random rocks. Yet it feels like a real place, full of shallow pools, cascading from one section of a river to another, and one that is inviting to explore. These days we have the technology to place shrubs everywhere, fill it with sand, put decorations everywhere, make the rocks realistic, or fill an internal man-made space with candles and baroque furnishings. I personally find that the eye can slide off too much detail. The suggestion of what is there, the impression, is more important than the detail.
Dark Souls I in general used a lot of interesting architecture, from studying European ruins and churches, had lots well placed architectural features, mysterious stairs, and nice walls or coblestones of undressed stone. Resembling Dunluce Castle, Klis Fortress, or Heidelberg Castle. The way that people sometimes prefer an ancient ruin, to the actual living colours that temples in Greece or South Asia were sometimes painted in, it shows a aesthetically interesting world pretty devoid of ornamentation in many areas, as if the Undead Parish has been long cleared of any objects by human scavengers, wind and elements.
Is that actually preferable to say tons of baroque details in a video game level? I find my eye sometimes just slides off environments that are packed with objects, depending of course on how tastefully it's done.
I was looking at some screenshots and footage from 'Enotria: The Last Song', which looks great even if it's apparently not a game on par with some other Soulslikes. It has quite beautiful architecture, presumbly inspired by medieval Italian hill towns. I would say I much prefer say the bare bridge or whatever pictured above as a playing area, when compared to something absolutely loaded with objects.