64gigabyteram
Reverse groomer.
Remedy has this weird niche on the TPS market that not many other studios are trying to replicate- that being, that artsy, weird, and unique, style.
Many shooters go for a more realistic style which while valid and fine in its own right arent the most memorable unless they push technical boundaries and go above and beyond. With Remedy games though, i feel like their games do a different approach of artstyle over visuals. OFC Remedy is a AAA studio, so they get away with having the best of both worlds.
Something like Control stands out from all the oher games out there like TLOU2, Gears 5, RE4, Dead Space, etc with the grey, blocky, nearly soulless art direction, it feels hollow, clinical and deserted. It really conveys the feeling you shouldn't be there and you don't like to be in that place. Maybe some people feel that it's lazy and unimaginative but i feel that it's absolutely perfect for the type of game Control aims to be.
There's also Max Payne, the game which put them on the map. A gritty, dark film noir aesthetic with great visuals and an even greater story. The game's artstyle seeps into almost every aspect of it, it's amazing, and perfecly fits the game mechanic of bullet time which is not only narratively explained, but also perfectly fitting with the game's aesthetics and a perfect homage to The Matrix which came out 2 years beforehand.
They've got a really good grip on this artistic third person shooter stuff, and i wish they were more relevant in these discussions as they're a truly underrated game studio for what they make
Many shooters go for a more realistic style which while valid and fine in its own right arent the most memorable unless they push technical boundaries and go above and beyond. With Remedy games though, i feel like their games do a different approach of artstyle over visuals. OFC Remedy is a AAA studio, so they get away with having the best of both worlds.
Something like Control stands out from all the oher games out there like TLOU2, Gears 5, RE4, Dead Space, etc with the grey, blocky, nearly soulless art direction, it feels hollow, clinical and deserted. It really conveys the feeling you shouldn't be there and you don't like to be in that place. Maybe some people feel that it's lazy and unimaginative but i feel that it's absolutely perfect for the type of game Control aims to be.
There's also Max Payne, the game which put them on the map. A gritty, dark film noir aesthetic with great visuals and an even greater story. The game's artstyle seeps into almost every aspect of it, it's amazing, and perfecly fits the game mechanic of bullet time which is not only narratively explained, but also perfectly fitting with the game's aesthetics and a perfect homage to The Matrix which came out 2 years beforehand.
They've got a really good grip on this artistic third person shooter stuff, and i wish they were more relevant in these discussions as they're a truly underrated game studio for what they make
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