Comparison between male/ female / other characters, older pixel/ low poly characters to new high definition characters.
Our group chose for this part of the comparison ‘Tomb Raider’s’ Lara Croft, as we could use evidence of the progression with that same character; what changes were made over time. Original Lara was a very low polygon character, comparing to the newer models of her, her proportions have greatly improved from her ‘pointy’ image; clothes aren’t just simple textures on the model and the texture for her clothing has greater detail to is; like the weave of the fabrics or scuffs on her boots. The polygons count is obviously higher for her new models so her overall figure has smoothed out over time. This progression was a given that it would happen, as technology had improved capabilities and the Tomb Raider series had more money to spend her development; whereas graphically back when she first made her debut, although the graphics were impressive back then they couldn’t do an amazing amount with her appearance because of the limitations, so the focus was on her character mainly; however her design was simple but iconic a light blue/green leotard, brown shorts, tiny back pack, long plait, twin pistols and her insane hourglass figure.
The male comparison our group chose, similar to Lara Croft, was ‘Resident Evil’s’ Chris Redfield; he has gone through a transformation over the series instalments (Albeit he hasn’t been featured in every one of them) His original appearance was mostly made up of squares, and his clothing and face simply textured on. However unlike Lara as the series progressed Chris has developed much more over time than Lara Croft, he has actually aged, or in the Resident Evil 5’s case bulked up on muscle considerably; but even with that he is still easily distinguished as the same character, with his pose and general attire. What made Chris stand out was that fact he was a strong character, ‘The best of the best’, what time couldn’t be spent on the actually character back then they also focused with him as a person.
A pixel/ flat environment and a high def, sound environment.
Resident Evil 1
The original Resident Evil games environments were all pre-rendered so camera angles had to be fixed, immersing one’s self into a setting like was somewhat difficult in comparison to newer games were the camera looks where you wish to look; our group chose fairly new indie game ‘Amnesia’, the game is first person so both have the same, ‘wondering what’s round the corner’ mechanism working for them; which I think is possibly one of the most useful techniques for horrors.
With Resident Evil the pre-rendered backgrounds were fairly simple in comparison to other games which have the same use of environments; actual interaction with the environment was difficult because of this, things that were moveable were easily noticeable as they couldn’t be rendered in or if they were then it could cut to the object already moved. However, personally I did find these environments really worked the fixed angles just had this edge that made the whole situation creepy, only being allowed to see that area unless you progressed; hearing strange noises around the corner. It was a very atmospheric technique, which is a shame newer horrors don’t look back on the older ones and draw from its strengths; with horror atmosphere is everything.
Amnesia on the other hand, is without a doubt much more detailed and managed to keep atmosphere present with the first person perspective, you weren’t able to see around corners; the lighting also plays to its strengths in this game, something earlier games were unfortunately not well executed for graphical reasons. Virtually everything in the environment you are able to interact with, so you could use makeshift weapons of simply throwing a vase, hiding in a wardrobe (Which is a frequent occurrence in this game as confrontation is the last thing on the list in this game unlike RE1); or could work to your disadvantage by bumping into the objects, excessive noise can attract attention. This is a really intuitive feature, forcing the player to think before even doing the simplest tasks and comes with the constant fear of “Did something hear me?”.