[HN Gopher] Half-Life 2 and Dishonored art lead Viktor Antonov h...
___________________________________________________________________
Half-Life 2 and Dishonored art lead Viktor Antonov has died
Author : Trasmatta
Score : 561 points
Date : 2025-02-16 17:01 UTC (1 days ago)
(HTM) web link (www.eurogamer.net)
(TXT) w3m dump (www.eurogamer.net)
| Trasmatta wrote:
| Really sad to hear about this. He was only 52. It's a safe bet
| that his brilliant art direction was deeply impactful to a lot of
| HN readers.
| txdv wrote:
| O wow, the architecture in Dishonored gave me always combine
| vibes, now I do understand why
| asdf6969 wrote:
| RIP. Dishonored was a beautiful game with a surprisingly deep
| world. Sad to read this. I was hoping to see more
| karaterobot wrote:
| I didn't know the same person was involved in shaping both
| projects, but as soon as I read that, the personality that
| connected both those beautiful games was immediately clear. What
| an amazing legacy to leave despite a sadly shortened life.
| automatic6131 wrote:
| The man loves spikey metal walls in European cities, especially
| with an overhang. He couldn't help himself!
| nice_byte wrote:
| HL2 stuck with me for years and years exactly because of his art
| direction. It was the first time I ever saw a video game world
| that somewhat resembled my actual real-world surroundings.
| Incredibly sad he passed away at only 52...
| the__alchemist wrote:
| Dishonored and its sequel were two of the most memorable games
| I've played.
| Trasmatta wrote:
| Agreed. Two of the best games ever created, and I'm not sure
| we'll ever see anything like them ever again. The art design
| played a huge role in that.
|
| Let's gather for whiskey and cigars tonight, in honor of
| Viktor.
| alserio wrote:
| Indeed. I believe so.
| feznyng wrote:
| Chances are very good.
| alserio wrote:
| I loved the first one and its dlcs and had the second on my
| steam queue for 8 years while life got in the way. This year
| I've 100% completed the game (3 playthroughs) and I'm currently
| thoroughly enjoying Death of the Outsider. These games are the
| amazing product of talented people who love their crafts and
| Viktor was one of them.
| soulofmischief wrote:
| Do yourself a favor and play Thief if you haven't!
|
| Dishonored is kind of a spiritual successor to the Thief
| series, several team members from Looking Glass went on to
| work at Arkane. It's one of those rare times I've felt like I
| was _playing a video game_ , yet still fully immersed. Every
| feature surprised or delighted me, nothing felt out of place.
| It felt very polished and ahead of its time despite its raw
| nature. The gameplay of the first two titles holds up very
| well. Make sure to consult PCGamingWiki for critical
| compatibility patches
| Dracophoenix wrote:
| Does your recommendation also include the 2014 reboot?
| wildjuri wrote:
| The 2014 reboot is a pretty big letdown because it
| largely avoids all the strong aspects of the original
| game in favor ip recognition.
|
| The original Thief would largely be considered an
| immersive sim whereas Dishonored is a very well fleshed
| out stealth game with masterful vertical level design.
| Prey (2017) feels like a great mash-up of both games. I'd
| put the original Deus Ex and Human Revolution in there as
| well, though they also include rpg elements.
| the__alchemist wrote:
| Prey was so good too!
| alabastervlog wrote:
| Prey's closest ancestor, by a mile, is System Shock, I'd
| say.
| boppo1 wrote:
| Hell no, that's not a Thief game.
| alserio wrote:
| I'll look into it, thank you for the recommendation!
| boppo1 wrote:
| Fellow taffer here. Some things to consider for a thief
| first-timer:
|
| If you have experience with games, play on expert,
| seriously. Thief makes the game harder _by adding
| objectives and constraints_ , not just stat scaling.
| There's a couple levels that have bullshit secrets to
| find or loot requirements, but overall it encourages
| exploration. I played expert my first time based on a
| post like this one and I was so so glad I did.
|
| The controls and mechanics feel cumbersome at first
| because it's such a different game than the usual
| halo/cod/unreal-influenced FPS. Until you get used to
| them and the mechanics don't feel bad about save
| scumming.
|
| Play with original graphics, don't use texture mods (at
| least for a first playthrough). Once you get used to the
| old graphics, the art direction really comes together,
| and IMO it's right up there with Dishonored.
|
| The gameplay pitch is thus: LG wanted to make a
| mechanics-based DnD-like class based RPG videogame.
| Elder-scrolls is stat-based RPG: your character levels up
| in-game and their stats go up. If you go to your friend's
| place, you don't take any of that with you, it's tied to
| the digital save file/avatar/character. Contrast this
| with fighting games, which are mechanics based: the
| characters are consistent and do not change. _You_ get
| better at the game and accomplish more by learning the
| mechanics.
|
| So as you get good at thief, _you_ are leveling up. You
| can go to your friend's house, take over playing and say
| "watch this shit" and pull some crazy stunt.
|
| LG started building the mechanics for a thief class and
| realized they had nowhere near enough capital to make all
| the other classes. But they already had a pretty fun
| game. This is why Thief 1 has tons of different
| environments and locales and thief 2 is more focused on
| places a thief would be likely to go.
| teroshan wrote:
| > If you have experience with games, play on expert,
| seriously. Thief makes the game harder by adding
| objectives and constraints, not just stat scaling.
|
| Thanks for that tip, will definitely remember it when I
| get around to playing it
| alserio wrote:
| thanks!
| 5- wrote:
| gloomwood, while not released yet, looks like a potentially
| worthy successor.
| ashoeafoot wrote:
| Pagans amirite?
| amyames wrote:
| I loved dishonored so much I played it for several months.
|
| Only game I ever did that with in my life.
| scrlk wrote:
| RIP. For those who haven't seen it yet, he was interviewed in the
| HL2 20th Anniversary Documentary:
| https://www.youtube.com/watch?v=YCjNT9qGjh4 (intro and chapter 1
| at 13:40)
| heraldgeezer wrote:
| HL2 is a masterpiece. RIP.
| maartenscholl wrote:
| This is sad news, I was aware of his work on Half Life 2 through
| art books, and I bought the first Dishonored game because of it
| portaouflop wrote:
| Half-life 2 is imo still the most important and impactful game of
| our generation -- from gameplay to art-style to game mechanics
| and so on, it's still exceptional and I struggle to come up with
| another single player game that blew me away like HL2 - Dead
| Space comes close but it was less revolutionary imo
| Trasmatta wrote:
| > I struggle to come up with another single player game that
| blew me away like HL2
|
| I feel the same, but incidentally one of the ones that blew my
| away like HL2 was Dishonored.
| Aeolun wrote:
| Prey was really good too, if not quite up to the level of HL
| and Dishonored.
| Trasmatta wrote:
| Dishonored, Prey, Deus Ex. Relics of a lost era: I don't
| know if we'll ever see big budget "immersive sims" like
| them again.
| Schiendelman wrote:
| I'd recommend Death Stranding and Control.
| portaouflop wrote:
| I never played it, gotta try it out soon!
| rightbyte wrote:
| >I struggle to come up with another single player game that
| blew me away like HL2
|
| The original? I thought the first person story telling mode of
| HL1 was really mind blowing.
| strangescript wrote:
| Exactly, so many first of its kind moments in HL1. The first
| time you saw a scripted sequence, like wtf am I playing, this
| is amazing.
|
| HL2 was more refined, and the art style did help elevate the
| story telling.
| shawabawa3 wrote:
| The gravity gun in hl2 was absolutely mind-blowing
|
| Every game up until then had been full of 100% static
| assets and suddenly you could just pick up and throw
| anything with realistic physics
| rightbyte wrote:
| The mix of good open landscape and good indoor maps were
| also quite impressive for the time if I remember
| correctly.
| brap wrote:
| There was also that crossbow that shoots red hot rebar,
| let's you pin things (and enemies) to walls. I had so
| much fun with that
| swinglock wrote:
| Not quite static. Hitman and Red Faction comes to mind,
| years before Half-Life 2. Still, it was groundbreaking.
| crest wrote:
| Red Faction's destructible maps lend themselves to a lot
| of creative gameplay, but the (late) game was far to
| linear. The engine made a lot possible, but to explore
| using explosives you had to exploit item duplication
| glitches or cheats. In the end it felt like an engine
| demo posing as a complete game.
| 0x457 wrote:
| I remember throwing toilets at each other in HL2 at LAN
| parties. Such a magical experience.
| beAbU wrote:
| HL2 on Steam had an achievement called "flushed" if you
| killed a combine with a gravity gun toilet.
|
| I was about 15, HL2 was my first "real" video game that I
| bought with money, the xbox did not exist in my country
| and I've never heard of game achievements before. In the
| second last act of the game, in the push towards the
| citadel through waves and waves of combine, I was low on
| ammo, and stresses out. I picked up my gravity gun and
| started lobbing junk to the enemies to get away from
| them. I picked up a toilet and chucked it into a whole
| pile of combine. As I paused to have a brief chuckle
| about the absurdity, Steam chimed with that achievement.
|
| It was as if GabeN Himself looked over my shoulder and
| went "heh, nice" when I did it. Truly magical and a
| gaming highlight for me.
| lupusreal wrote:
| For me it was the trash blowing around on the ground when
| you step off of the train. I immediately picked up the
| trash and started throwing it around myself. My mind was
| blown.
|
| That said I still prefer HL1 overall. Its more high
| impact and brutal. There's nothing in HL2 that's quite
| like accidentally blowing away a black mesa scientist and
| having gore spray everywhere. HL1 is just viscerally more
| violent, and also I dislike how NPCs in HL2 have
| basically deified Gordon and constantly suck him off. In
| HL1 the security guards are bros but the scientists treat
| you with annoyance. I get the whole subplot of freed
| vortegants turning you into a heroic figure, but I think
| that's just a thin plot excuse for Valve's decision to
| make the player feel like a special person. Also all of
| the "girlfriend simulator" stuff is cringe that aged
| poorly.
| Trasmatta wrote:
| > I get the whole subplot of freed vortegants turning you
| into a heroic figure
|
| That's not really it at all, it's the G-man's
| machinations that turn him into a "heroic figure". If
| anything he's more comparable to Paul Atreides. The
| Vorteguants just temporarily release him from the G-man's
| grasp in HL2:E1, but that barely lasts to the next
| episode.
|
| He's a pawn of whatever game the G-Man is playing, and
| was unleashed as sort of an unwitying agent of chaos on
| Breen and the Combine ("the right man in the wrong place
| can make all the difference in the world").
|
| > Also all of the "girlfriend simulator" stuff is cringe
| that aged poorly
|
| Huh?
| lupusreal wrote:
| I'm talking about HL2, not the episodes. I don't judge
| HL1 by what was written into HL2 years later, nor do I
| judge HL2 by what was written into the episodes or Alyx
| years later. Not least because it's common knowledge that
| the writers have been following the "Lost" philosophy of
| writing, making up shit as they go, creating mysteries
| they themselves don't know the answer to, punting that
| down the road to their future selves.
|
| In Half Life 1 you start with a dogshit reputation and
| insofar as you gain any reputation with the NPCs its
| because you've progressed through the game to earn it.
| The scientists treat you like base labor in the
| beginning, then come to see you as useful, as a fighter,
| after you prove it. The soldiers start without knowing
| who you are, but after you tear your way through their
| ranks they start hating you by name.
|
| In Half Life 2, all the NPCs you meet act like you're
| already a famous hero and there's really no indication in
| the game that this comes from g-man propaganda rather the
| vortegants and/or the black mesa scientists. In HL2 both
| the vorts and the scientists make a point of saying they
| owe Gordon a lot. The natural read on this, given the
| context of the first two games and not any later retcons,
| is that the scientists or vorts have basically deified
| you. Mossman talks about how she wishes she could have
| worked with you at Black Mesa as though you were not just
| a war hero but also a legendary scientist. What
| scientific achievements did Gordon have at Black Mesa? He
| pushed samples around and showed up late for work. What
| kind of stories were the other scientists telling her
| about you? Also Alyx starts hitting on you right away.
|
| Whatever the plot justifications for it, clearly there
| was a commercial motivation of pandering to the player.
| It aged poorly.
| talideon wrote:
| I don't think I ever felt as if Alyx was hitting on
| Gordon when I played the game. Fangirling, sure, but
| that's it. I can fully imagine Gordon's legend building
| up over time, however justified it might be. It didn't
| feel like pandering, just that you're amongst a bunch of
| very desperate people who've built up a myth around what
| happened in Black Mesa to help them keep going.
| jitl wrote:
| Gordon's actions in HL1 is why there's even a resistance,
| I think Gordon's legendary status isn't from Gman
| propaganda but more from the resistance itself
| needing/wanting an icon/martyr/founder. It's an
| interesting contrast from the first game where you're a
| nobody and expectations are at rock bottom for you,
| versus in HL2+ everyone expects you to be a messiah, but
| the odds are so stacked against you it's hard to see how
| you can live up to the expectation.
|
| I always felt embarrassed by the attention in HL2, more
| than ego-stroked. It's awkward in-game but intentionally
| so, in my mind. Like with that Mossman line, Gordon is a
| nobody scientifically and famous for other reasons so
| that line says more about Mossman's vanity and ego than
| anything about Gordon.
| rightbyte wrote:
| >The first time you saw a scripted sequence, like wtf am I
| playing, this is amazing.
|
| Ye. It is hard to remember how stale games used to be with
| "story parts" and "game play parts".
|
| Small things like "two scientist runs towards you. One is
| eaten by head crab zombie unless you save him really fast"
| -- all these kind of small scripted events added so much.
| And fluently playing the whole mess up experiment and then
| try to escape overarching story.
| neuroelectron wrote:
| HL1 was huge too. I was disappointed with how short HL2 is
| in comparison.
| Cthulhu_ wrote:
| I think everyone was, and they never did deliver on their
| episodic content promise. Valve pivoted from a game
| developer to a publisher / self-publishing platform at
| that time which made it and its owner a multi-billion
| company and over time revived the PC gaming market.
| simonw wrote:
| The first time you see the tentacle in Half Life 1 has
| stuck with me for decades.
| poglet wrote:
| Black Mesa is a great way to re-experience HL1 too.
| Cthulhu_ wrote:
| I picked it up the other day and honestly I'm disappointed,
| I was expecting modern-day graphics but it's barely on par
| with HL2.
| rightbyte wrote:
| I think that is harsch on a fan mod?
| ahartmetz wrote:
| It's easily "higher resolution" than HL2, but some things
| just aren't very well done. Some of the sound effects are
| weak and enemy behavior is less fun to play against
| across the board.
| portaouflop wrote:
| I sadly was too young to truly appreciate hl1 (or maybe was
| forbidden to pay it not sure) - for me the first game that
| blew me away was Dungeon Keeper and HoMM3 - I still play them
| from time to time...
| jakubmazanec wrote:
| Agree. I recently played HL2 again with the new commentary
| (added because of the 20th anniversary) and it really shows why
| the level design is so good: a lot of play testing and
| iterative design. They really did the work. Now I'm playing the
| Halo franchise and the difference in how boring and uninspired
| the levels are is really striking.
| ben_w wrote:
| Mm. Halo 3 felt really open and expansive the first time I
| played it. Second time, I tried to explore outside the normal
| path and rapidly discovered that it was a very well disguised
| rails shooter.
|
| But I've also gone back further than that in Bungie's back
| catalogue, having recently been playing Marathon 2 and
| Marathon [?] (winner of the MacFormat(?) magazine award for
| "largest version number increase between successive
| releases") on Steam, and... well, 2 has still-interesting
| levels, but Infinity's levels are a spatially confusing mess.
| Lammy wrote:
| > Now I'm playing the Halo franchise and the difference in
| how boring and uninspired the levels are is really striking.
|
| Relevant PA: https://www.penny-
| arcade.com/comic/2001/11/28/the-rest-of-th...
| kawsper wrote:
| Halo: ODST is the one for me with the best storytelling and
| ambiance.
| rdtsc wrote:
| Absolutely agree. I just replayed all the Half Life series with
| my kids and they love it. It's a game that's just so well done
| and I think it held well after all these years.
| AdrianB1 wrote:
| HL2 is one of the top 5 most influential games. I think Duke
| Nukem 3D was one (first good multiplayer), Witcher 3 is another
| (one of the most immersive, story driven), the Elder Scrolls
| series and I am finding it very difficult to name the 5th, but
| HL series was great for its time.
| squarefoot wrote:
| I loved HL2 so much. Not at the 1st place in my list because,
| well, the Mass Effect story line brings that one to another
| level, but HL2 for the time was unbeatable. I wonder why they
| didn't continue the franchise with a proper HL3; the entire
| world of gamers was (and probably still is) begging for it.
| AI_beffr wrote:
| when i played HL2 in 2006 or whatever, i had no idea that there
| would never be anything like that again. we all thought that
| HL2 was just the beginning... but it was the opposite. i think
| that we all assumed that the game was made great by its
| technology. but the more i think about it, the more i realize
| that it was the people, the sensibilities of those people and
| that time, and the character of valve at that time, everything
| besides the technology, that made HL2 so good. and that also
| explains why it has never been reproduced. if i were going to
| be sent to another planet in another galaxy to seed another
| colony of humanity... and i could only bring 2 video games for
| that entire branch of humanity to know and appreciate... it
| would be HL2 and MGS2.
| dvngnt_ wrote:
| half life alyx with the Jeff level
| moralestapia wrote:
| RIP, truly a legend, very creative guy, thanks for all the good
| times!
| accrual wrote:
| Rest in peace, Viktor. Your influence and design greatly affected
| the way I viewed and experienced video games.
| whywhywhywhy wrote:
| Art direction is the part of HL2 that has aged the least imho.
| Still would be a surprising setting and tone if done today.
| escapecharacter wrote:
| I still yearn for a riff on Ravenholm
| Tsiklon wrote:
| Arkane (Dishonoured) were making a Ravenholm based game, it
| was canned towards the end of development.
| Cthulhu_ wrote:
| The latest game in the franchise is Alyx, which is the same
| setting and tone and done today~ish (...2020)
| remoquete wrote:
| No matter how brilliant the game mechanics of those games were,
| they wouldn't have hooked me as they did without Antonov's
| exceptional vision. City 17 and Dunwall Will forever live in our
| memory.
| teroshan wrote:
| The bleakness of both Half Life 2 and Dishonored's really
| resonated with me. I can't overstate how much I appreciated both
| of these games, and in no small part thanks to the art direction.
|
| This is really sad news, but it's amazing how much of a profound
| impact he left on so many players, and without a doubt on so many
| past, current, and future artists.
| nixass wrote:
| Somewhat related: That Creepy Feeling - What is it with Source
| games? https://m.youtube.com/watch?v=03yL_JCeQBI
| duxup wrote:
| I remember quitting HL2 at times because "man this is
| depressing".
| ant6n wrote:
| A lot of it is quite beautiful.
| stephen_g wrote:
| Yeah I especially liked the section along the coast.
| Beautiful, but hauntingly beautiful for a lot of it.
| Clamchop wrote:
| I never noticed on my own that the sea level at the
| coasts is visibly much lower than it should be, because
| the Combine have been stealing the water.
|
| Such an interesting detail and I totally missed it!
| mepian wrote:
| My favorite spot is the final area of Water Hazard:
| https://www.youtube.com/watch?v=JJpGHDZSSt4
| LeoPanthera wrote:
| I love how each area has the color of the sky change to
| simulate the passage of time getting closer to sunset as
| you progress.
| ReptileMan wrote:
| >The bleakness of both Half Life 2
|
| Its just Eastern Europe in the 80s and 90s.
| brap wrote:
| Not long ago I had to visit this town in Slovakia, and
| immediately upon arrival I thought "damn this is City 17".
| Fun place though. No striders or anything.
| omnimus wrote:
| Which town?
| watt wrote:
| Watch Viktor talk about Austerlitz station he used as
| inspiration: https://www.youtube.com/watch?v=YCjNT9qGjh4
| ashoeafoot wrote:
| Imagine a hl2 theme park
| wave-function wrote:
| Or almost all of the former USSR up to this day, excluding a
| few cities here and there. The place I'm living in basically
| hasn't changed in the last 30-40 years.
| mistrial9 wrote:
| might be preferable to modern Los Angeles ?
| ReptileMan wrote:
| Different beasts. Eastern Europe was impoverished, the
| malaise that is hurting the US cities is disorder.
| xvilka wrote:
| For this setting, there is even more depressive game -
| Belong Nowhere[1]
|
| [1] https://www.youtube.com/watch?v=_P4-4nK4RR0
| Philpax wrote:
| The Half-Life Wiki has a list of candidate cities that more
| or less capture this: https://breezewiki.com/half-
| life/wiki/City_17#Background_and...
| techwiz137 wrote:
| And in the 2020s too.
| JeanMarcS wrote:
| Well it seems I played almost all of his games recently. I have
| an Half Life 2 game in progress and finished Dishonored for the
| 4th time last december.
| Dracophoenix wrote:
| > The bleakness of both Half Life 2 and Dishonored's really
| resonated with me.
|
| You'll really resonate with Remedy's Control and the Metro
| series if you haven't already played them.
| jorvi wrote:
| With Half-Life and Dishonored, the bleakness always felt
| somewhat self-contained. Which those games can't really do
| anything about because they have levels and they're linear.
| Metro gets to escape that because the entire game is bleak.
|
| I don't think any game has made me feel more like "this
| really is a forsaken desolate place" like Velen in The
| Witcher 3.
| Mistletoe wrote:
| "The right man in the wrong place can make all the difference
| in the world." -G-man
|
| Thanks for making all the difference, Viktor.
| boppo1 wrote:
| Aww man I wasn't gonna cry but you got me tearin up now.
| caseyy wrote:
| One of the most prominent artists in games - unfortunate to hear
| this news. I hope the conditions of the stressful and demanding
| video game industry didn't contribute to this.
| PicassoCTs wrote:
| RIP: He left a trail of things to behold- and you knew he was
| involved, long before the credits rolled.
| movedx wrote:
| His work and impact on both games is still fresh in my mind.
| You'll be missed, Viktor. RIP.
| eBombzor wrote:
| That's sad. Dishonored 2 is one of the greatest games of all time
| and there's truly nothing like that on the market anymore.
| crest wrote:
| It was a worthy successor building upon a great first game. The
| map and world design is top notch. Especially the switching
| between to interleaved time lines in the now abandoned manor
| and moving walls in the crazy inventors mansion.
|
| The chaos/karma system also functions as a good counterweight
| to the "stealth archer" game design problem so player aren't
| heavily incentivised toward clearing levels by separating
| enemies and killing them one by one thereby removing all
| obstacles until the emptied out game is nothing but a boring
| walking simulator.
| code-faster wrote:
| He was great, he deserves, in death, no dishonor
| ionwake wrote:
| Good man thank you for your work
| nntwozz wrote:
| He's on the Borealis now, farewell o/
| stevefan1999 wrote:
| Wait, he is the art lead of both Half Life 2 and Dishonored
| series? No wonder why Dishonored and Dishonored 2 looks so much
| like Half Life 2 with its dark and "wet" environment, especially
| when I was looking at the underground and underwater segments,
| and how it looks to incorporate a lot like European cyberpunk
| elements in Half Life 2 (it was set in East Europe tho), and then
| some steampunk elements with Dishonored
| boppo1 wrote:
| Did he work on D2 or DOTO? Regardless, too soon. I feel this one.
| phendrenad2 wrote:
| Dishonored had such a unique style and setting. Head and
| shoulders above the usual AAA slop set in generic sci-fi or
| fantasy (or occasionally western) worlds.
| SpaceManNabs wrote:
| I was going through a rough time in my life when i got the orange
| box as a freshman in high school.
|
| half life 2 and team fortress 2 and the subsequent intro into the
| source engine... i really needed them at that time.
|
| Viktor dying makes me sad
| LarsDu88 wrote:
| I remember opening a copy of PC Gamer in the early 2000s. I was
| totally taken aback that they had moved Half-Life from a sci fi
| New Mexico base, to some sort of weird Eastern European dystopia.
|
| It was all thanks to Antonov. And Half-Life 2 was (aesthetically)
| so much more memorable than the first game thanks to that
| influence.
| leshokunin wrote:
| Rest in peace. His work was monumental.
|
| Level design is something that is often there as a way to simply
| service the gameplay. You make sections that enable to game loop.
| Half Life 1 is designed this way: set pieces for aliens and
| marines to have interesting encounters.
|
| Viktor designed levels that felt part of worlds that are lived
| in. City 17, where Half Life 2 takes place, feels like a
| believable dystopia. With evil guards and propaganda and a
| looming techno tower of Sauron.
|
| Dishonored pushed this even further, with levels that not only
| are equally well presented, but can be traversed in so many
| creative ways. It's a sandbox for the mind.
|
| Rip, your work was brilliant and inspiring.
| DanielHB wrote:
| I remember listening to HL2 in-game commentary from the game
| devs. One that stuck to me was something along the lines "It
| really pains me that we put so much effort in all these
| connecting hallways and the players just run past them at mach
| 3 speeds, but you got to do it anyway otherwise the hallway
| looks out of place" (paraphrasing, not direct quote)
| ipnon wrote:
| He made true art! He made games for the ages. His work will be
| enjoyed for hundreds of years.
| IYasha wrote:
| :_( What key should I press to pay respect? I think it might get
| jammed though...
| foxandmouse wrote:
| I can't believe I didn't make the connection--both of those games
| are in my top 10. A big part of why I love them is how deeply
| immersive their worlds are. Dunwall and City 17 don't just look
| great; they feel alive, with atmosphere, detail, and storytelling
| woven into every corner. No other game has quite captured that
| same level of immersion.
| klik99 wrote:
| Not only a great artist with a fantastic ability at creating a
| unified feeling unique for each project, but also designing for
| the constraints - so much of the combine look was around being
| low poly and striking.
___________________________________________________________________
(page generated 2025-02-17 23:02 UTC)