Namco and Sega were pouring millions of R&D money to get their in-house teams up to speed with 3D during the '90s as well. The games they unleashed in the arcade were amazing however the computer users in the US, UK and Europe were creating their own 3D titles to enjoy at home. Suddenly the sprite-based consoles seemed obsolete by comparison. When Sony, Sega and Nintendo began to pursue 3D technology for the next generation of hardware some of the best games would not be coming from Japan. This trend would continue from the mid '90s through the new millennium. The Western publishers began to harness the processing power of newer consoles and the talent reserves of computer game designers to create cutting-edge 3D experiences. One of the first things that Western publishers did was introduce the Western ideals of graphic violence into the industry. First person shooters like Wolfenstein (1992) and Doom (1993) were the proving ground for the modding community. Players in the US enjoyed the over-the-top violence provided in FPS titles. As graphics technology improved Western developers seemed to relish in how much more visceral they could make their main characters appear. That especially was the case with the Playstation 3 and Xbox 360 consoles. Suddenly characters were presented with as much detail as those used in CGI films.
Naughty Dog for example created an adventure series called Uncharted: Drake's Fortune in 2007. It revolved around the fictional explorer Nathan Drake. The series was a testament to Western gameplay and Western aesthetics. The studio had presented a believable adventure with just the right mix of exploration and gun-fighting to satiate most audiences. The character and environments were not pristine and idealized. Instead they were gritty and detailed. As the series progressed Nathan became slightly more disheveled. When the game was first previewed at the E3 in 2006 the character was clean-cut yet that quickly changed when the game came out and as the sequels came out. He had become as weather beaten as his clothes by the time the final game in the series, Uncharted 3: Drake's Deception was released in 2011.
As the Uncharted series progressed audiences could see the world becoming darker and more graphic. This was a precursor to the visceral experience that Naughty Dog had planned in the 2013 hit The Last of Us. The main characters Joel and Ellie were very easy to identify with because they were some of the most realistic characters ever featured in a game. All of the experience that the West had with computer programming was made apparent in the game. In the '90s companies were trying to figure out how to create realistic hair on a character, two decades later they were not only creating realistic hair but also eyes, skin, mouths, muscles and skeletons. These new figures were able to emote with facial expressions and body gestures that were uncannily good. Audiences developed genuine concern for Joel and Ellie as they tried to survive in a world following an epidemic.
The success of Naughty Dog did not go unnoticed by Eidos. They decided to create a dark and gritty reboot of Tomb Raider that fell in line with the smaller developer. They copied the realism that had made the Uncharted series popular, but to be fair Uncharted was poaching the exploration, puzzles and action that made Tomb Raider a hit to begin with. There was nothing glamorous about the redesigned Lara. She was still young but looked a little bit more like a seasoned explorer rather than polygonal supermodel. The new Lara would become bloodied and beaten over the course of the new game. The firefights and close combat encounters were much more visceral than ever before.
Racing games began taking a page out of the new school of game design. Car models were not only expected to be highly detailed and respond realistically, they were also expected to take real damage and break apart like real cars. Minor bumps were expected to take a scratch out of the paint job while a full-on collision was supposed to shatter windshields and tear off body panels. Anything less than that was seen as a failure in the eyes of modern gamers. Of course just because the studios had the technology to create more complex models and more realistic graphics did not necessarily mean that it translated into a better gaming experience.
Darker, Grittier and more realistic. still on the fence about this, I worry that in the attempt to make things so realistic that going outside may be a choice for intertainment; although most of the stuff done in games I would think of doing in real life. a 1st time, much consider doing.
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