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	<title>Comments on: Deus Ex: Human Revolution</title>
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	<link>http://playthroughline.com/2010/03/15/deus-ex-human-revolution/</link>
	<description>A foray into narrative design</description>
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		<title>By: Ambient.Impact</title>
		<link>http://playthroughline.com/2010/03/15/deus-ex-human-revolution/comment-page-1/#comment-16</link>
		<dc:creator>Ambient.Impact</dc:creator>
		<pubDate>Thu, 25 Mar 2010 04:33:17 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=931#comment-16</guid>
		<description>There is something very immersive about rough, unsteady, dirty footage. I love it. (And I loved it when Firefly and Battlestar Galactica did it with TV CGI. District 9 is another great example.) That&#039;s really what I was getting at: they&#039;re doing something different, and it adds to the game. I don&#039;t dislike realism because it&#039;s realism. I dislike it because it&#039;s in virtually every first person shooter, and they all look the same because of it. I should have been more clear on that. If everyone starts doing Team Fortress 2-style graphics, I&#039;ll dislike that. Homogeneity kills. Give me variety and originality.</description>
		<content:encoded><![CDATA[<p>There is something very immersive about rough, unsteady, dirty footage. I love it. (And I loved it when Firefly and Battlestar Galactica did it with TV CGI. District 9 is another great example.) That&#8217;s really what I was getting at: they&#8217;re doing something different, and it adds to the game. I don&#8217;t dislike realism because it&#8217;s realism. I dislike it because it&#8217;s in virtually every first person shooter, and they all look the same because of it. I should have been more clear on that. If everyone starts doing Team Fortress 2-style graphics, I&#8217;ll dislike that. Homogeneity kills. Give me variety and originality.</p>
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		<title>By: Jonas</title>
		<link>http://playthroughline.com/2010/03/15/deus-ex-human-revolution/comment-page-1/#comment-15</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Tue, 23 Mar 2010 11:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=931#comment-15</guid>
		<description>In that respect, I&#039;m actually looking forward to the &quot;Youtube aesthetic&quot; that Kane &amp; Lynch 2: Dog Days is using. Unstable camera angles, rough edges, washed-out imagery,... those who see that as an excuse for not using high-definition photo-realistic textures are missing the point. Check out the recent trailer &lt;a href=&quot;http://www.gametrailers.com/video/welcome-to-kane-lynch/63338&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; to see it in action. It sure allows for a very consistent set of ideas, like the pixelation seen pasted onto an NPC.</description>
		<content:encoded><![CDATA[<p>In that respect, I&#8217;m actually looking forward to the &#8220;Youtube aesthetic&#8221; that Kane &#038; Lynch 2: Dog Days is using. Unstable camera angles, rough edges, washed-out imagery,&#8230; those who see that as an excuse for not using high-definition photo-realistic textures are missing the point. Check out the recent trailer <a href="http://www.gametrailers.com/video/welcome-to-kane-lynch/63338" rel="nofollow">here</a> to see it in action. It sure allows for a very consistent set of ideas, like the pixelation seen pasted onto an NPC.</p>
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		<title>By: Ambient.Impact</title>
		<link>http://playthroughline.com/2010/03/15/deus-ex-human-revolution/comment-page-1/#comment-14</link>
		<dc:creator>Ambient.Impact</dc:creator>
		<pubDate>Sat, 20 Mar 2010 06:26:50 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=931#comment-14</guid>
		<description>I love how the Gamasutra interview focuses so much on the visual design of the game. You already know how bored I am with the overabundance of photo-realistic games out there, so it shouldn&#039;t surprise you that I was grinning a bit when he talked about the fact that you could look at certain screenshots of a lot of recent FPSs and they could all be from the same game.
There&#039;s something about the Icarus myth that they&#039;ve latched on to that I think could really work, thematically. Despite the fact that the trailer showed very little, it wasn&#039;t forgettable thanks to the imagery.</description>
		<content:encoded><![CDATA[<p>I love how the Gamasutra interview focuses so much on the visual design of the game. You already know how bored I am with the overabundance of photo-realistic games out there, so it shouldn&#8217;t surprise you that I was grinning a bit when he talked about the fact that you could look at certain screenshots of a lot of recent FPSs and they could all be from the same game.<br />
There&#8217;s something about the Icarus myth that they&#8217;ve latched on to that I think could really work, thematically. Despite the fact that the trailer showed very little, it wasn&#8217;t forgettable thanks to the imagery.</p>
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