![]() ![]() ![]() ![]() Both games have a rule: everything behaves as you would expect. Though it might be hard to see where Dishonored’s – and its spectacular sequel‘s – open-endedness matches up with the straight-line linearity of Half-Life, there’s a key point of commonality: simulation. It was also working with ex-Valve artist Viktor Antonov, and Dunwall consequently had plenty in common with City 17 – hard lines, uncomplicated textures, a sense of one history built on top of another. Arkane approaches its worlds with the same visual economy that Valve does, painting in broad strokes that belie some incredibly intricate world-building. Arkane was slated to make a Half-Life: Episode 4Īrkane was no longer using the Source engine by the time Dishonored came out, but it often felt as if it was. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |