Halo: Reach Trailer
I love the game Halo: Reach, with its overpowering sense of unconquerable evil mixed with an equal feeling of undying fortitude and hope. These two powerful feelings are conveyed in this trailer due to its heavy focus on large silhouettes and areas of high contrasting colors. Alien ships and designs are large, rounded shapes composed with purples and lighter blues while human armor and vehicles have earth tones of browns, greens, and some examples of brighter oranges and yellows to truly stand apart from the aliens they are fighting. They obvious differences between ships and technology isn't the only thing showing these factions at war though, the game trailer starting out with relatively calm establishing scenes showing transportation of troops and armor turns into destructive battle quickly. Even the landscape reflects the harsh effects of these battles, as the trailer plays out, the environment goes from wide open spaces showcasing calm nature, (like the mountains scene involving the helicopters at the beginning) to burning, crowded cities and crashed star ships at the end. This trailer captures the entire campaign in a minute, and showcases all of the centeral emotional feelings that the player should go through by watching the world around them slowly descend into chaos. All the while without saying a word, giving names of anything, (other than the planet: Reach) or giving any major spoilers or deaths.
Megaman X Tutorial Level Analysis Jarod Reizian Frank Anyone whose played a Megaman game before knows how well structured and paced the games are, showing small conflicts and minor threats prior to combining them in crazy scenarios to keep things interesting; while simultaneously testing the player’s ability. In classic Megaman fashion the level layout is designed to introduce small obstacles in controlled environments prior to combining threats in challenging manors. You start out in a flat zone with no enemies, allowing you to push buttons and run around on your own. The first flying enemies you encounter are not only slow, but start their attacks nearly off screen from you, giving you plenty of time to see that not only is stage destruction possible, (their attacks crush bits of the floor out) but also that certain enemies are only able to be hit while jumping. And the two mini-bosses crash down and take you to a chasm environment in which you cant get out using just running ...
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