Morrowind if only for its scope in design and style. EVERYTHING in the game was huge.
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Morrowind if only for its scope in design and style. EVERYTHING in the game was huge.
Ico, ico, ico, almost made me cry as well.
Rez
Mario Sunshine
Pikmin
Metroid Prime
Wind Waker
Gunvalkyrie
Beyond Good & Evil (too much factory looking levels though)
Vexx (all the worlds except the Mansion, guh)
Wave Race: Blue Storm
Rayman 3
Rygar
Panzer Dragoon Orta
Mario & Luigi
Space Channel 5 Part 2
UGA put out some of the best designs in the buisiness.
They will be missed :(
Disgaea
Boktai
Rez
Shinobi
JSRF
Skygunner
Sly Cooper
Beyond Good & Evil
Devil May Cry
ICO
Mark of Kri
Prince of Persia
Well, I am going to jump in and ask you to defend yourself in your exclusion of Silent Hill. While it does in a way, capture reality (and you say mimicing real life is not stylized) it is the way that it bends it that makes it stylized.Quote:
Originally Posted by Andrew
By going into an elevatorand seing the options to go between floors 1 -3 then getting off on 2 and then 3 you get back in and all a sudden you can go to the 4th floor, where did it come from? Then when you get there, something is not right. Something is the twist of going beyond mimicing reality and mimicing a nightmare that you have to interact with. For example the best and most frightening thing in any Silent Hill has to be the "Mirror Room" in the alternate hospital of SH3.
I am not arguing, I am backing up my claim. In the same way that Dali took real items and put them in strange manners styles and settings SH takes reality and bends it how it wants to and sucks you up into it's nightmare. That is not mimicing reality, that is creating fear where you once felt safe. I was not talking about monster designs (which are also different depending on which characters perspective your viewing the game from).
That's not really style so much as design though.
Style is the way the levels look and how well the artist expressed his intent, I suppose. I don't count a game mimicing reality in the same category. Yes, it's style because the artist definitely expressed a lot of horror and drama in the game, but it's a very common style most developers try to emulate and not enough. It just does it better. It has a lot of style in the way it uses darkness, it's just not enough for me to put it on a list.
Mimicing fear where you once felt safe is still a reality. You can do this in real life to somebody (haunted houses) and movies have done it too (any scene in which a home is destroyed or an elevator falls). It's a good game, don't get me wrong, but I don't really feel it's style.
There aren't too many games out there with consistent style that I would pick. That's why my list is short. In truth SFA shouldn't of been on the list.