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: I suppose how these colours are geometrically distributed is part of this as
: well; the brilliant white rolling-up horizon of Silent Cartographer is a
: huge part of that level's aesthetic for me, and part of why I have trouble
: taking Saber's rendition of that level (or any area where the Halo used to
: roll boldly up from the horizon, really) as being "faithful." In
: the original game, it would almost be fitting to hear Marty shout
: "BAM!" every time you round a cliff corner on the beach. That
: effect isn't there in CEA; the sky is very pretty, but it's a low-contrast
: group of less-defined cool blue elements. The same things exist in the
: sky, but they don't slice through it. As far as I'm concerned, it's an
: entirely different approach to visual design with entirely different
: outcomes.
: That's analogous to people putting roses in the daisy section and finding out
: that they still smell just as good. I'm accusing Saber of putting the
: daisies in with the roses.
If you say so.
I don't fixate on colors like you do, I tend to recall layout and design of missions and levels. For example, if you asked me to draw the layout of every level in Golden Eye or Perfect Dark I could do it for you with high detail but ask me what colors the doors were or what the sky box looked like and I couldn't tell you.
Yeah, CEA looks different artistically in a lot of areas but its still instantly recognizable. I know that its Halo, it plays like Halo and it looks like Halo, it looks like it fits in the universe.
I'm not going to beat around the bush with this: You aren't going to change my mind, and I'm not going to change yours (not that we're trying I'd imagine).
I like it, I enjoyed it, it was $40 well spent for me.
You didn't like it, you don't like the way it looks, it wasn't worth it for you.