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Trigger Happy 
367 
 
The final frontier 
This is a particular kind of utopianist terraforming, 
where a person’s capabilities are never insufficient. But 
what about the purely visual imagination of videogame 
worlds? Whereas the Battlezone universe was in its day 
shockingly new, today’s environments are much more 
instantly recognizable. They draw on only a few basic 
templates. There is the blasted, neonlit Blade Runner 
cityscape; the dank metal corridors with exposed 
piping, steam vents and unpredictable lighting are 
straight from Alien; steel catwalks and pools of orange 
molten metal ring that Terminator  bell. Cute, 
unthreatening worlds in primary colors come straight 
from animated cartoons—hardly surprising, then, that 
there is an exodus of talent from traditional animation 
into the videogame industry. 
There is a certain amount of interbreeding among 
these types, of course. Just as we saw earlier that many 
games opt for interfaces of a deliberately 
technonostalgic design, so the very environments in 
games like Quake III, Turok: Rage Wars, Tomb Raider 
III or Unreal mix hi-tech steel and electric light with 
architecture of a deliberately archaic grandeur: vaulted 
stone archways and sweeping staircases. In this way