zondag 6 december 2015

Stanley parable screenshots

Here the perspective lines are obvious, they are pointing the player to the door which has a different contrast to the rest of the level, it is very bright and attracts the player. Also there is a rhythm of light sources and in the tiles on the floor which all point toward the door.
 Here there are two choices the player can make. To either go right or left, the choices are both just as temping because they both look exactly exactly the same in size, contrast and they both have the exact amount of perspective lines pointing toward them.
 Again there is the rhythm in with the light sources and in the tiles, there are perspective lines pointing to the door, the door has contrast because it's leading to a room way darker than the rest of the level. Also it's it's foreshadowing that the game is taking turn to an important event.
 Here the door is again foreshadowing something with its contrast
  yet the door is again foreshadowing something with its contrast, but this time there is also a red light source, which could mean something very important. It also pulls the player toward it because it's a (light source) color not yet seen in the game.
 here the red light source is visible more clearly, it's pulling the  player towards it. The color is making it obvious that the player has to go there.
 This is perhaps the biggest use of foreshadowing, basically everything is pointing towards the room this is done by using rhythm, lots of perspective lines and by making the light source pointing to the room really bright and making everything around it dark.
The same technique of the previous screenshot is utilized here again. Pulling the player towards the goal through the use of perspective lines and lights.
 Here the same technique of the previous two are used yet again, but with a slight difference, instead of making everything but the goal dark, they made everything a bit lighter, but changed the contrast, the color of the goal.
Here there is clever use of light, it shows that that place is where the player has to be, The player is pulled towards the light, also it hints that something new/different is on the other side.

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