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Joined 2 years ago
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Cake day: June 3rd, 2023

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  • Let me add one thing more, that a realistic aesthetic brings with it certain expectations. For example, I don’t question how Security Bots in Bioshock refuel themselves, or fly, or recognise intruders. I don’t ask how come the turrets in Portal never run out of bullets (though it’s answered as a gag in one of the videos). They’re not presented as realistic, and I don’t expect them to be. But when you make the choice to use realistic miniguns in Talos, those questions are going to bubble up to the surface, like “Where’s the ammo box on that thing?” and “Who’s maintaining these on islands in the middle of nowhere?” and “Scratch that, who’s making them?” and “If Elohim (yeah real subtle name there) did all this then why bother with a machine that requires maintenance in the first place instead of a magic pillar of fire or smth?”



  • I can say I was put off at first glance by the “realistic” aesthetic, with props like jammers and minigun turrets that have an unnecessarily detailed, grounded look when as a puzzle game, graphics should not be the focus of the experience. A stylised, or minimal, graphical style would put the focus firmly where it belongs - on the puzzles themselves.