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Archive for the ‘half-life 2’ tag

On 1378 KM

Posted on 15th Jan 2011 at 10:38 by Harry Slater with 31 comments

Harry Slater
Videogames rarely shy away from the bleaker moments of human history. From the horrors of the Crusades to the grim, cut throat frontier of the old West, some of the greatest gaming moments of recent years have been firmly rooted in the bloodiest episodes of the past. Unlike other media, though, there's always an air of controversy surrounding videogames that deal with events in living memory.

Take 1378 KM, for example. It’s a Half-Life 2 mod that places players in the role of either a guard or a refugee at the Berlin Wall. The refugees have to cross the wall, the guards have to stop them. Unsurprisingly, it’s currently causing huge controversy in Germany. The game's creator, Jens M. Stober, defends the game as a work of art, suggesting in a statement on the site that it's not necessarily the content of the title that's causing controversy, but the medium.

There have been documentaries, feature films, paintings, sculptures and a huge variety of other pieces created that deal with the terrible things that happened during the communist regime in Eastern Germany, but videogames have one feature that's not present in the others - interactivity. In a videogame, you're not simply presented with the facts, you're presented with a choice. You can choose not to shoot, if you want.

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Presentation versus Graphics

Posted on 23rd Feb 2009 at 11:16 by Joe Martin with 1 comments

Joe Martin
Over the last few weeks I’ve been thinking about what exactly makes graphics in a game good and why it is that some of my favourite indie games look better than the latest games despite having lower polygon counts.

What exactly is the difference between good graphics and great presentation?

To put it simply and dryly, good graphics are the type of unneeded visual flair that cause jaws to drop and eyes to dry. It’s hard to specifically define because it’s both indistinct and ever-changing thanks to the nature of the business, but good graphics generally means high polygon counts, lots of explosions and loads of light sources. Everything should be dynamic and smooth.

Good presentation however is totally different. It’s a singularity of vision that works itself through an entire game, emanating from core to keyboard. It’s how the graphics are used and the way that elements of the story are told through visual cues.

For me, the difference between graphics and presentation can be illustrated through one simple comparison.

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