1up:
Ten years ago, Westwood released its point-and-click adventure game adaptation of Blade Runner. Blade Runner was, if nothing else, a towering achievement in terms of evoking the original film’s memorable aesthetic. The game’s mo-cap sprites moved against dim, smoky noir backdrops; every exterior shot felt exhilaratingly accurate, while interior locations were ominous and claustrophobic. In 1997, Louis Castle — then the executive vice president of Westwood Studios — told PC Gamer, “This is not a game about the movie; it is a game about the movie’s environment. It’s about the tension and emotion of the movie.”
A good overview, though it’s not nearly as detailed or rigorous as if this topic were the subject of an academic study. Still, I’d rather see the glass as half full — I’m glad to see such a weighty topic being considered by a mainstream gamer publication. It’s yet another sign of the critical sophistication of gamers who want to read about more than walkthroughs and cheat codes.
My simulated city has 1000 capsule inhabitants that are just smart enough to gather around…
That’s water under the bridge! Crowds of NPCs charge across, sweeping the player along. Gotta…
How exactly do bridges bridge? How do rivers rive? How much detail does my model…
My project starts to get clunky while managing 1000 NPCs but I think if I…
My virtual army of grey capsules is just barely smart enough to follow my avatar…