![]() You look down a long, dim hallway just as that unnaturally-elongated human form rounds a corner, with its oddly hooked elbows and jerking gait, and you aren’t looking at that character model anymore but instead you’re seeing something completely different. ![]() In the game, you hear the hiss of a door opening and then irregular, meaty footfalls on a polished metal deck. But that’s not how they were in the game, not really. If you look at still frames of those zombie-like enemies, then the models and textures are incredibly crude and ugly. Take the game’s most bog-standard enemy, the Hybrid. Within some severe constraints, the artists, sound engineers, level designers, and writers at Irrational made a game that has been under my skin and inside my head ever since I first played it. I think there was something about those limitations themselves that helped it achieve a deeper resonance. Don’t think that I’m saying System Shock 2’s achievement is transcending its limitations. ![]()
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