The history of videogame graphics has been an arms race to see who can create the most realistic images, but have we reached the end of that race?
Blood spatters across the floor and all over the boot that has just planted itself in an alien’s head. The level of detail as the necromorph is thrown about and has its face crushed is impeccable – from the layers of skin being torn apart, to the crushing of the skeletal system and the mucous-like membranes that you’d expect to find in any real creature that was being destroyed in such a way. Shereif Fattouh, the producer on the Dead Space series, gives the necromorph one final stomp in his demo of Dead Space 2, before moving into another chamber that looks like a still from a sci-fi movie.
The game clearly prides itself in its realistic depictions but, according to Fattouh, it’s not about looking the best, nor is it a competition.
“You know, I’ve never been a huge fan of the idea that the most graphically impressive game is the best game to play. I don’t subscribe to that,” says Fattouh.
“I really think that the challenge comes in the game design, the level design, and the storytelling. I think people expect more from the medium than just good graphics.”
It’s surprising to hear this coming from someone who has worked on such a graphically impressive game, but Fattouh is not alone. An increasing number of game developers have spoken out about their desire to move away from aiming for graphic realism and their lack of desire to take part in the technical arms race. For some, it’s a matter of the race being over – graphic realism has been achieved, so we can all pack up and go home. But for others, it’s the shift towards strengthening games as a whole instead of focusing on individual elements.
Issue: 137 | June, 2012