![]() ![]() Modern creatives are all likely taught and tested on certain 'correct' ways of moving a camera or designing a progression system with the ever looming threat of punitive failure on any deviation. It doesn't work in creative industry because you can't teach artistic inspiration. This works for normal professions because they have all have (mostly) objective standards of competence required to work in that field. Broadly they learn about a defined curriculum and are tested on their ability to retain that information. People now train to be movie directors or game designers like people train to be doctors or engineers i.e. I'd expand on this and argue that the increasing professionalisation of creative industries is to blame. They were inspired only by other computer games. On the other hand, later devs (Crystal Dynamics) just wanted to make "Prince of Persia - Sands of Time, only with Lara". So, original TR devs (Core Design) wanted to make "Indiana Jones game, but with a chick, recreating Montezuma's Revenge feel, but in 3D, with some levels in Egypt, etc." - mixing inspirations from different media. These people can only "remake" things (for example games), they can't "make" new ones. Hence the constant recycling and lack of originality. They know cultural "tropes" only as memes, concepts used in video games and Disney adaptations. Unfortunately newshit devs (and millenials / zoomers in general) have been fed only with "second-hand" cultural artifacts. "firsthand" - they experienced those in their proper, original medium. These people knew things like The Odyssey, Moby Dick, Citizen Kane, X-men, etc. They grew up reading books, watching old and new movies, reading comics, playing tabletop games, etc. IMO the main reason of the golden era (except of what Glop_dweller wrote) was the fact that the devs came from different backgrounds, but mostly academic / nerd mix. Weirdly, I feel like these type of "normal person suddenly placed into a life-or-death situation" plots in videogames are best served by a silent protagonist - the Hacker from System Shock, Gordon Freeman from Half-Life, Gina/849 from Unreal, all somehow feel much more relatable and sympathetic to me than modern movie-like videogame protagonists, despite having no characterisation, never saying a word, and being represented entirely by a viewmodel of a gun. Same for Amicia, the hero of Plague Tale she's killed more people than AIDS and has been placed in more lethal situations than Johnny Knoxville but somehow she still can't handle it. ![]() I think she even keeps flouncing about and panicking even after her not-girlfriend is placed in mortal danger, which you'd think would be the ultimate catalyst to stop panicking and start moving forward with unshakable focus, especially since she's armed to the teeth by that point. Surely after the first big shootout you'd be eerily tranquil, even if only as some kind of trauma response or whatever. It's especially dumb in a lot of these games because, if I remember TR2013 right, nu-Lara is still going "uguuguhh I'm scared it's too hard" for several hours even after she's picked up an assault rifle and killed like a hundred and fifty mooks. First time it happened I found myself ignoring the guy's yelling and instead just thought "he really looks like someone but I can't figure out who" (realised later he looked like some kind of inbred Al Pacino body double). Now that you mention it, I've been mugged at knifepoint twice and on both occasions I remember being almost totally calm in a way that I'm not in regular life, and almost finding it kind of funny. And finally, there are remakes of Star Wars Dark Forces, Half-Life 2 and Legend of Zelda Wind Waker.This is interesting. Let’s also not forget this remake of the classic Resident Evil in UE4, or the Pokemon MMO 3D Remake. ![]() Modders are also working on a fan remake of Tomb Raider: The Angel of Darkness in Unreal Engine 4. CryZENx has also showcased the latest version of his Zelda Ocarina of Time Remake back in December 2021. There is Dino Crisis 2 Fan Remake in Unreal Engine 4 that you can download and play. Speaking of UE, we also suggest taking a look at the following Unreal Engine 4 projects. Now I’m not saying that the rumored RE4 remake will be in first-person. Not only that, but this is exactly what we’d expect from a modern first-person remake of RE4. Siemieniaco has managed to capture the atmosphere of the game. And, to be honest, the results are truly amazing. Similarly to Resident Evil Village and Resident Evil 7, the 3D artist used a first-person perspective. Siemieniaco has recreated a part of the Regenerator’s Lab of Resident Evil 4, focusing primarily on the atmosphere of the environment. 3D Environment/Prop Artist, Daniel Siemieniaco, has created an amazing fan remake of Resident Evil 4 in Unreal Engine 4. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |