Re:If it ain't broke...
Posted: 22 Mar 2008, 00:28
Perhaps a middle ground then?
CGI rendering has come a long way since the days of KM and it's now possible to create 3d realms but still give the final image the feel of anything you wish.
The PS2 game "Okami" would be a good example. The game is free-roaming 3D but is rendered/filtered to make it look like a Japanese painting on heavy canvas.
http://i10.photobucket.com/albums/a132/ ... /okami.jpg
The thinking being to continue using CGI (probably a given anyway) but render it in a way to keep the original David Rowe feel that many are fond of. The big thing I always found with the later style of KM is that the program was trying too hard to be "real" and lost that "suspension of disbelief" edge of the earlier series.
Like I've said in the past, early KM was very "Join us, if you dare" while later KM felt "You are already here". As a viewer I wasn't as intrigued as before to wander in by myself. I was effectively grabbed by the scruff of the neck and dragged into the realm.
In a nutshell, don't make the end result too perfect or it feels fake. Keep things very slightly... off... and that old feeling of terror when a team messes up would return with a vengeance.
I'm no programme-maker so this is obviously no more than personal opinion
CGI rendering has come a long way since the days of KM and it's now possible to create 3d realms but still give the final image the feel of anything you wish.
The PS2 game "Okami" would be a good example. The game is free-roaming 3D but is rendered/filtered to make it look like a Japanese painting on heavy canvas.
http://i10.photobucket.com/albums/a132/ ... /okami.jpg
The thinking being to continue using CGI (probably a given anyway) but render it in a way to keep the original David Rowe feel that many are fond of. The big thing I always found with the later style of KM is that the program was trying too hard to be "real" and lost that "suspension of disbelief" edge of the earlier series.
Like I've said in the past, early KM was very "Join us, if you dare" while later KM felt "You are already here". As a viewer I wasn't as intrigued as before to wander in by myself. I was effectively grabbed by the scruff of the neck and dragged into the realm.
In a nutshell, don't make the end result too perfect or it feels fake. Keep things very slightly... off... and that old feeling of terror when a team messes up would return with a vengeance.
I'm no programme-maker so this is obviously no more than personal opinion