![]() ![]() ![]() There were mechanical implications, of course, and as it turned out this style of design suited horror much better than other genres the first two Resi games make brilliant use of audio and what the player can't see to amp up the scares.īut as technology matured and detailed 3D environments became more achievable, these designs felt restrictive to the point of asphyxiation. The first Resi games were from an era when 3D environments in thirdperson were created with fixed angles – simply to look good. The Resident Evil series had, by the time of Resident Evil 4, suffered an even crueller fate than the many Z-listers gutted therein. Resi 4 deserves more so, with a little help from director Shinji Mikami, let's look at the anatomy of a classic. Some consider Resident Evil 4 one of the best vidyagames ever created others counter that, good as it may have been, the world has long since moved on from grotesque monsters, tank controls and rescuing the president's sizeably-bosomed daughter. The medium doesn't matter – if enough people agree something's great, then discourse around it is reduced to little more than glowing generalisations and snarky counter-thrusts. ![]() The problem with a classic is that it's a classic. ![]()
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