5 months ago
6 months ago
7 months ago
8 months ago
9 months ago
Places like Kokiri Forest were fringed with textures, like theatre set backdrops standing in for 'the rest of the forest'. These were non-literal, abstract renditions of places: built in blocks and borders.
But they were also possibility spaces - like childhood dens - where simplified shorthand can suggest much more. I also think there was a different effect evoked by these older [angular, 3D] environments, not beholden to recognisable natural contours, where the interstitial detail between them didn't have to be designed or explained.
11 months ago
12 months ago
aimed at a younger audience, the omission of 3D a by-product of the company's drive to create a cheaper alternative
1 year ago
2 years ago
3 years ago
4 years ago
As far as the scope of the stages go, this will grow increasingly larger, ala Katamri Damacy.
Softness/noise/grain is part of film and something we often embrace ... games oversample vs. film. I've always thought that film res was more than enough res.
5 years ago
he's the man you pass on the street, the sniper on the roof, and the demon that creeps from behind your shoulder.
Subscribe to The Eurogamer.net Daily
The 10 most popular stories of the day, delivered at 5pm UK time. Never miss a thing.
Connect with Facebook
New in town?