Tiddalick
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- Joined
- Jun 17, 2004
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While listening to the Deus Ex soundtrack I realised something...
To those of you that have played Deus Ex (I trust most of you) the game stood out from the others in two main areas.
1.Story
2.Atmosphere
The entire time through Deus Ex you can feel the weight of the situation as you try to discover what is ultimatly happening and resolve it in how you see fit (3 endings).
Now casting my mind to the sections of Half-Life 2 that we have seen, I feel that a strong feeling of atmosphere is there too (Well done Atmosphere is rare, and excellent if it is). The small section through the train station with the music and Dr Breen speaking really add to that oppressed feeling (as with the Tenements section), I find that effective atmosphere is very rare in games, and those that have it truly standout from the rest.
I list that only two games to date have had truly excellent atmosphere:
Blood
Deus Ex
If Half-Life 2 has atmosphere and story that is Omnipresent (with slight variation between oppression and need for action, eg train station to the docks/crane) and not Staggering, then it will be the best game ever released to date.
EXTRA
Note: I place great distinction between atmosphere that is too forced (staggering) to that which is done elegantly (Omnipresent).
Not to start flame war, but I will list some games where I think the distinction is different.
Example: Omnipresent games and levels.
Blood, eg e4m4 or e2m4 e2m5 e1m1 e1m2 to name a few (to those of you who know about blood)
Deus Ex, most of the game
etc
I realise that many of you would place AVP or say Doom3 in this catogory, but to me the atmosphere was too forced. How is it different? Well to give one example, you are always aware that at some stage an enemy WILL jump out at you.
An elegant atmosphere does not suggest this, instead draws you into the game without allowing you to infer what might happen.
To be fair to AVP and Doom3, to do a horror game I think it would be very, very hard to make anything with atmosphere where the jumping out wouldn't be part of it.
To those of you that have played Deus Ex (I trust most of you) the game stood out from the others in two main areas.
1.Story
2.Atmosphere
The entire time through Deus Ex you can feel the weight of the situation as you try to discover what is ultimatly happening and resolve it in how you see fit (3 endings).
Now casting my mind to the sections of Half-Life 2 that we have seen, I feel that a strong feeling of atmosphere is there too (Well done Atmosphere is rare, and excellent if it is). The small section through the train station with the music and Dr Breen speaking really add to that oppressed feeling (as with the Tenements section), I find that effective atmosphere is very rare in games, and those that have it truly standout from the rest.
I list that only two games to date have had truly excellent atmosphere:
Blood
Deus Ex
If Half-Life 2 has atmosphere and story that is Omnipresent (with slight variation between oppression and need for action, eg train station to the docks/crane) and not Staggering, then it will be the best game ever released to date.
EXTRA
Note: I place great distinction between atmosphere that is too forced (staggering) to that which is done elegantly (Omnipresent).
Not to start flame war, but I will list some games where I think the distinction is different.
Example: Omnipresent games and levels.
Blood, eg e4m4 or e2m4 e2m5 e1m1 e1m2 to name a few (to those of you who know about blood)
Deus Ex, most of the game
etc
I realise that many of you would place AVP or say Doom3 in this catogory, but to me the atmosphere was too forced. How is it different? Well to give one example, you are always aware that at some stage an enemy WILL jump out at you.
An elegant atmosphere does not suggest this, instead draws you into the game without allowing you to infer what might happen.
To be fair to AVP and Doom3, to do a horror game I think it would be very, very hard to make anything with atmosphere where the jumping out wouldn't be part of it.