However, there is hardly any demonstration of elaboration on architecture that can be attributed to the author and whenever the level design strays away from imitating preconceived locations most of the architectural motifs and contours vanish and the player is left witnessing completely simplistic designs. There are pathways such as the hallways in central Cyrodiil, for instance, but the crude geometry is exposed and there is no artistic variation within them. Most environmental atmospheres presented in the level design are mild. ![]() Much of the potential that could be realized from preconceived environments such as the constructs within Bruma and Cyrodiil which come from other works dissipates due to poor visuals in the form of extremely low-quality textures. The best examples of visual immersion made manifest are in the exteriors where much of the terrain is lush with objects that harmoniously compose a believable environment. ![]() This contributes both to detailing and visual immersion.
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