Story, Atmosphere, Feeling, Graphics All in One Box (file)
I don't get the complaints about the graphic style of TOMI. The story and graphics almost go hand in hand in this series.
M 1 and 2 had similar graphics, a similar feel, similar atmosphere, story...The graphical differences that did exist made it a little darker, and made for the differences.
MI 3 had it's own atmosphere, feeling, story...and graphics
MI 4 had it's own atmosphere, feeling, story...and graphics
MI 5 had graphic elements from the 3rd game, and no doubt had some of that atmosphere, feeling, story elements from the 3rd game.
It's possible that you could not make LR in COMI graphics, and it's possible that TOMI could not have been made without COMI graphic elements.
The point is the graphic style may have directly influenced the writing, story, feeling, material of the game. It most likely has, as it's a huge factor in presenting a story. The visual information, well don't let me ramble on, but you get what I'm saying, right? The visual information is full of meaning, definition, purpose, intent, ideas...The simple amount of curves in a game can even influence the direction of the story, feeling, atmosphere. Something as simple as the way a character walks, anything...that's visual.
There are numerous complaints about low detail, cartoon graphics in TOMI.
I don't think the story could have worked with life like graphics, and I don't think a monkey Island game would work with Doom 3 graphics, and I esp don't think it would work for a episodic release adventure.
M 1 and 2 had similar graphics, a similar feel, similar atmosphere, story...The graphical differences that did exist made it a little darker, and made for the differences.
MI 3 had it's own atmosphere, feeling, story...and graphics
MI 4 had it's own atmosphere, feeling, story...and graphics
MI 5 had graphic elements from the 3rd game, and no doubt had some of that atmosphere, feeling, story elements from the 3rd game.
It's possible that you could not make LR in COMI graphics, and it's possible that TOMI could not have been made without COMI graphic elements.
The point is the graphic style may have directly influenced the writing, story, feeling, material of the game. It most likely has, as it's a huge factor in presenting a story. The visual information, well don't let me ramble on, but you get what I'm saying, right? The visual information is full of meaning, definition, purpose, intent, ideas...The simple amount of curves in a game can even influence the direction of the story, feeling, atmosphere. Something as simple as the way a character walks, anything...that's visual.
There are numerous complaints about low detail, cartoon graphics in TOMI.
I don't think the story could have worked with life like graphics, and I don't think a monkey Island game would work with Doom 3 graphics, and I esp don't think it would work for a episodic release adventure.
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Also, there's a different between excellent graphics and life-like graphics. When people ask for better graphics, it doesn't mean they want Doom 3 graphics (or Crysis, if you want to be more up to date).
Meh, they both felt like Ron Gilbert games to me though.
I still stand by that the graphic choice was appropriate for this game. Honestly, what's so dated about it? The graphics aren't amazing but they work just fine. What more could you expect from a episodic release series?
Doom 3 graphics are better than Crysis graphics. They looked great, even when running a on low end machine, allowing more people to comfortably play the game. Crysis on the other hand is an example of how to make a great looking engine that's simply too demanding for most available hardware.[/derail]
Doom 3 doesn't even (officially) support widescreen or full HD (1080p).