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GoldenEye: Source's remake of the Control level, Janus' secret Cuban base.. For a quick environment study I cast my memory back to the halcyon days of 1997, and the FPS phenomenon that was GoldenEye (and its namesake film), and decided to produce a quick overview of what we can learn from the two and how we can apply it to our forthcoming level design. Bond villains are the world's greatest super-villains, and their underground bases are a hallmark of the role. I'm sure there are other examples within the series, but here is the first..
"Possibly the best example of a villainous control room is that found in GoldenEye. Situated in Cuba and below a satellite dish (which is itself hidden under a lake), the Janus syndicate’s hidden base blends earth walls and polished, futuristic technology excellently. This is the kind of style we should be aiming to ape as it gives our level a sense of super-villainy, which will make the experience more fun. Having previously been made and remade in videogame form, GoldenEye is an excellent example for considering the addition of gameplay elements, and as one of the most famous FPSes in history, there’s no more deserving candidate of study."
Mass Effect 2 [Bioware, 2010]'s sexy super-spy Miranda Lawson. For my second character study I chose Mass Effect 2's Miranda Lawson, reasoning that as I'd used her as an example previously, and that we'd named one of our possible tests in her honour, I should explain her importance. The character study I wrote as a result can be found here.
"Mass Effect 2 is a strange game. On the one hand, it represents something of a technical step back from Dragon Age’s approval system, replacing a slow build of trust with a one-shot mission to prove your loyalty. On the other hand, the characterisation is as good if not better, and I feel this is typified by Miranda Lawson, Commander Shepard’s second in command. Ostensibly a spy working for the mysterious Illusive Man, and indeed the only person in the galaxy who ever meets him in person, Miranda is both the stereotypical femme fatale; a sexy, sassy character almost painted into her uniform, and something entirely different. That she fits the setting so well and breaks beyond her stereotype are both testament to the skill of Bioware’s writers."
Dragon Age: Origins [Bioware, 2009]'s Loghain Mac Tir, and daughter Anora. During Week 2 I wrote a character study of the Dragon Age character Loghain Mac Tir, reasoning that the game was still in my memory and I'd found the character incredibly compelling. The character study I wrote as a result can be found here."Bioware’s games are famed for their realistically-flawed and motivated characters. Their 2009 effort, Dragon Age: Origins is no different in this regard, and indeed is considered to have better characterisation than any of their other projects. The game pits the world-saving heroes of the Grey Wardens against a demonic horde set to overrun the country of Ferelden. Standing between the Grey Wardens and the unity required to stand against this Blight is general Loghain Mac Tir, Ferelden’s greatest hero and most valuable treasure, a man who truly represents the human ideal of hard work and dedication. A decisive, prideful and xenophobic man, Loghain’s defining character feature is that his ends always justify his means."