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Mass Effect | |
I just "closing" the game Mass Effect , BioWare, with much delay (it dates from 2007). It is a pleasant entertainment, focusing on mechanical rôlesque slightly, but mainly a science-fictional universe dense.
One of its characteristics is to always bring the player to the Citadel huge space habitat inherited an alien race long extinct.
We find in this megacity whole lexicon of functional architecture / futuristic, galleries, walkways, ramps, prismatic forms and especially, especially, this aspect of "raw concrete" omni-present. I was quite amazed to find this trend after establishing the context many films S.-F., is now common to a growing universe of video games.
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Mass Effect | |
can be considered in the film, this action is the concrete (or, was) primarily a pragmatic imperative. Alternative-scale mockups or matte painting, it was often spared the costly construction of sets using existing buildings. The examples are significant, we note the district-general and the BMW Museum in Munich Rollerball, or places located in Dallas and Fort Worth in the Age of Crystal (Logan's Run). It seems funny to see this design already old to continue in the future video games, where, however, it is subject to all other constraints when laying a fictional setting.
Halo since 2001 is a flagship title on the Xbox from Microsoft, already reflected in a long series. Series that is also behind a car, I'm getting into a that from Halo 3 (360, 2007), and the mixture of gigantism and concrete is still a well-known. And here as well, since the beginning of the saga, it comes to abandoned buildings by ... an ancient alien race. To believe that all aliens in the Universe are based on Clockwork Orange, Rollerball and Logan's Run to define their aesthetic canons!
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Halo 3 |
Like Halo 3 offers the additional luxury incomparable to leave the player walking his viewpoint at will during the replays, while taking shots at will, something all too rare on consoles, the temptation is great to turn around these fabulous structures (the images below cons from this feature in-game).
The action takes place also on colonized planets, we can see that the human constructions of the most remote are often governed by the same essential industrial raw concrete formwork. It will venture into the New Johannesburg ( ODST Halo, Halo Reach ) to find the material smoothness typical of the Citadel in Mass Effect. It will include also the exact same principles: vertiginous walkways, decorative pond, etc.. Etc..
Another example Killzone is often presented as "the" FPS rival Halo, but only for its share based on the Sony Playstation. The first part was published in 2004 on the PS2, with the backdrop a colony planet, Vecta, and everything here is "invoice human" ... so it is not surprising to find there the "malls" familiar with their rows of halls decorated with fountains, and giant windows.
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Killzone |
It seemed fun, if not interesting, because scoring these links, to serve as the anchor of this type of architecture in the unsconscious connective, Gizmodo relays under the revealing title " 18 Buildings Worthy of '70 's Sci-Fi " a gallery of brutalist buildings hosted by oObject .
Some comments at Gizmodo are reporting shortages evident. For my part, I would have been well imagine the incredible fiasco of the City of Poets , Pierrefitte (see on this Flickr set of the N. Oran, for example).
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