I believe everything I’ve just said with all my heart, and a thousand other happy words I could have written on the subject too.īut Vagrant Story, in spite of its confusing UI and the weird insistence by some vocal fans that tedious min-maxing affinity-obsessed play is the only way to go, is not a game short of praise. Every single tiny flame in every crumbling alcove has been placed with utmost care, gloriously culminating in that final room in the cathedral, bedecked with candles and stained with fresh blood, the one that almost feels like a farewell to the light. So detailed and considered is the game in this regard you can almost feel how smooth the cold stone walls of its underground labyrinths are, how warm the afternoon sun is as you recuperate in the relative safety of the town centre, the slight frisson in the air as you explore the Dark-drenched blues of Undercity. You know when I started my latest playthrough of Vagrant Story the original plan was to use this refresher to discuss its masterful (and arguably unbeaten to this day) use of light, shadow, and colour to convey mood, time, and temperature, to wax lyrical about how it wields texture and sound to create a “real” abandoned place out of nothing more than square rooms decorated with painted-on features. Looking for something in particular? Search for: Click here to be taken to a random article! Archives Archives
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