hiya folks. just been thinking about architecture in games, especially vis a vis Human Revolution, a game with architecture which stands head and shoulders above the game itself.
i always thought the design of the interiors in DE:HR was incredible, and has dated way better than anything else the game managed to achieve. it felt like they really understood how to tell a story about class and corporatism through the visual design, but completely goofed it on the narrative; the visuals tell a story about wealth and taste, high versus low culture, which really spoke to what that universe has always been interested in.
these spectacular interiors were also obviously impractical for actual habitation, as evidenced by the piles of clutter anywhere which people actually live & work:
the use of clutter to make a place feel warm always reminded me of half life 2, where the human / resistance spaces were so much more cluttered and visually busy than the combine areas.
reminds me in turn of a thing a friend of mine pointed out about the visual design in the Handmaid’s Tale adaptation; everything in Gilead is so clean and colour-coded, whereas everything outside of it is much more visually messy and complex. fascism is very tied up with visual spectacle, and i think the show really does a good job of expressing the moral implications of a ‘clean’, uniform aesthetic - thinking especially of the sequence where they clean the wall in time for the ambassador’s visit. humans are messy creatures, in death as well as in life!
anyway, general thread for cool architecture thoughts & screenshots