Fallout 3

It's easy to understand why brutalism has been such a potent source of architectural inspiration for games. The raw forms - solid, legible and with clear lineation - are the perfect material for level designers to craft their worlds with. Simultaneously, these same structures are able to ignite imaginations and gesture outwards, their dramatic shapes and monumental dimensions shocking and attention-seizing.

Brutalism is a branch of architecture that spans roughly 30 years (1950s-1970s). It was borne out of the devastation of two world wars, when there was a need to rebuild. In this aftermath brutalism became a vital global phenomenon. If you live in a city, you've no doubt passed by a hulking example.

The term derives from a French invention: b ton brut, meaning raw concrete. This is the structure's most prominent feature - sheer concrete surface, often left rough, exposed or unfinished. Significant in the emergence of brutalism was the architect Le Corbusier and his Unit d'Habitation. Built from reinforced concrete, the housing unit was an attempt to create what Le Corbusier called "a machine for living" - a place that met our every need. It was a thoroughly modern, progressive and even utopian conception of architecture. Regardless of the visual force of brutalism, it's impossible to divorce it from this socio-historical background.

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Dishonored

Arkane Studios has confirmed that its superb first-person assassination series Dishonored is "resting right now", with no further instalments seemingly currently planned.

News of Dishonored's dormancy comes via Arkane Studios lead designer Ricardo Bare (speaking to VG247 during QuakeCon), who qualified that, "I can't say definitively what might happen down the road, anything could happen".

The original Dishonored launched back in 2012 to much critical acclaim, with reviews celebrating its superb world design and the sometimes dizzying freedom with which the game's supernaturally enhanced assassination missions could be approached.

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Dishonored

If you're looking for an expert on immersive sims, speak to Randy Smith.

The 43-year-old American game designer, who lives in Austin, Texas, cut his teeth on the Thief series while working at both Looking Glass and Ion Storm, the two studios considered to have birthed the genre.

After Thief, Smith collaborated with Half-Life 2 art director Viktor Antonov at Arkane, developer of the recent Dishonored and Prey immersive sims, on projects that never came out. Meanwhile, in 2008 Smith, alongside fellow designer David Kalina, founded a new studio called Tiger Style, and designed indie games Spider: The Secret of Bryce Manor (2009) and Waking Mars (2012), before a Spider sequel, subtitled Rite of the Shrouded Moon, hit Steam in 2015. But unlike the first Spider game and Waking Mars, Rite of the Shrouded Moon flopped.

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Dishonored


There may be spoilers for the Dishonored series of games ahead.

"The Void is unspeakable. It is infinite and it is nowhere, ever-changing and perpetual. There are more things in the endless black Void, Kirin Jindosh, than are dreamt of in your natural philosophy" (Letter from Delilah). Despite the best efforts of natural philosophers, the world of Dishonored is defined by occult, unknown influences. Here, we performed dark magicks, battled witches, conversed with spirits, and even traversed the distance in-between worlds during our vendetta-fueled travels through Dunwall and Karnaca.

Any inquiry into the metaphysics of Dishonored stands and falls by the Void, that shadowy realm that is the source of all magic, witchcraft and arcane knowledge. Even the Outsider, who appears as an ancient god that grants his arcane mark to the player, ultimately derives his powers from the Void, not the other way around. But the Void is an elusive place that doesn't give up its secrets readily, and we as players don't understand it any better than the seekers of Gristol or Serkonos who struggle to catch so much as a glimpse of it. So, what exactly is the Void, or rather, how should we think about it to make sense of it?

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