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Whether it's the atmospheric lighting of Control, the climbable buildings of the Uncharted series or Shadow of the Colossus vast cathedral-like structures, video games often create original spaces that stop you in your tracks. From the Escher-like Manifold Garden to the scale-confounding Superliminal, these games can play with perspective and movement to not only confuse the player but open new possibilities in perceiving buildings.įinally, there are games with breathtaking architecture. Then there are games that build spaces that would be impossible in real life. Then there are games like Animal Crossing, that offer a social context in which to apply your architectural and landscaping skills.
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Games like Townscaper allow you to easily create series of buildings and consider how one structure relates to those around it - like a street-scene generator. Then there are games like The Legend of Zelda Breath of the Wild, Biomutant, Enslaved or The Last Of Us that drop you in a once-great but now ruined architecture.Īlong with these pre-built spaces, there are also games that invite you to affect and rebuilt the architecture of a world. Others, like The Witcher, Legend of Zelda Twilight Princess and Eastshade, create their own cities and buildings. Some, like Assassin's Creed, Grand Theft Auto and Forza Horizon recreate virtual versions of familiar places. Video games mirror and magnify this built environment in different ways. Our homes, offices, shopping malls, cathedrals, stations, bridges and even public toilets have all been designed. We spend our lives in buildings every day. However games use these possessions to tell stories, it's always worth slowing down, noticing the objects we are rushing past and reading the literal and metaphorical notes about the world in which we are playing. In Before I Forget, possessions offer a gateway to our own fraying memories. In Hindsight we are asked to decide which objects to keep and which to let go of. In Overboard, for example, we need to use medication, ear rings and clothing to tell a story that the other characters in the world believe (one where we didn't murder our husband).įinally, games use possessions sentimentally to connect us to the past of characters. Other games use possessions as an important part of how we interact with the world. In this we find the story of a world in panic, but also of the people's lives before everything went wrong. In The Last of Us we find people's notes and possessions abandoned. In Unpacking we spend hours placing and arranging someone's things, and as we do we get to know them (and their hopes, loves, losses and travels) deeply. Some games let us get to know characters solely through their possessions. In, we are given a prized camera and bird book from our grandparents to tell the story of their bond and trust. Games like The Sims or Animal Crossing enable us to use possessions to create spaces that reflect the character we are playing. The objects of our lives tell a story about who we are and what is happening to us. Favourite toys, carefully written letters, hurried notes, pictures on the walls, dilapidated architecture, menus, vehicles, ticket stubs. Games often use their character's possessions to tell us about them, as much as what they say or look like. Because we can explore the spaces where games happen, they can also tell stories by the things we find.
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This can be similar to books and films, offering snapshots, flashbacks and poignant scenes that form a life. The game begins in 1997 and progresses all the way up until nearly modern-day, with tons of items referencing the times involved in the game, including classic CRT computer monitors, older video game consoles, and more.Games tell stories about people and places. While there are no cutscenes or narrative to experience, there is still a story in Unpacking, which is told through the different stuff you unpack or the environment around you, as well as the years that pass throughout your in-game character’s life. Much like its name suggests, Unpacking is all about unpacking items following a move. A release date announcement was expected, as the game’s trophies showed up on sites like PSNProfiles about two weeks ago. In a new PlayStation Blog post on the game, Tim Dawson - an artist and programmer at developer Witch Beam - shared the news, as well as dove into some of the many items players can unpack in the game, including things like alarm clocks, colored pencils, art books, plush toys, and more, all of which mean different things to the folks behind the game, as well as the in-game character. After launching late last year on Xbox, Nintendo Switch, and PC, the puzzle game Unpacking is finally set to release on PlayStation 4 and PlayStation 5, with Sony confirming the game would release on May 10, 2022.
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