
Dying Light’s biggest scares aren’t its monsters
Rage, rage against the dying of the light.
Rage, rage against the dying of the light.
The Gothic masterpiece that was Diablo II, the one that I willingly gave away much of my youth to, was perhaps most notable because of its atmosphere. It was a shadowy world, brown lands fading into a black background, full of occult sacrifices, lo-fi gore and legions of grotesque demons. Horror looks better pixelated. For its sequel, the game’s developers ditched much of this darkness, going instead for very clean and detailed visuals more reminiscent of their megahit online game World of Warcraft; pop-art levels of brightness with slick lines and eye-popping effects all visible through a generous field-of-view. The…
Exploring a world of shade.
An erroneous comedy.
Supergiant builds an arc.
In the wake of the Souls games, designers rethink a genre.
Deconstruction and democratization, ahoy.