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       #Post#: 25--------------------------------------------------
       Other Dimensions
   DIR By: Pam
       Date: May 21, 2021, 6:20 am
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       It's a standard feature of adventure stories to show a wide
       range of settings over the course of a tale. Dark forests,
       scorching deserts, snowy mountains, gloomy castles – it's
       perfectly common to jump from one to the next as the hero's
       journey advances. Sometimes, though, the story requires that the
       hero travels not just to a new area, as it were, but another
       reality, a separate dimension, or perhaps an altered perception
       of a place. Communicating this transition through visuals
       requires a different approach than showing the change between
       suburbs, climates or biomes, and the techniques used can vary
       depending on exactly what this change is, and what the writer is
       trying to communicate.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=1.png
       In the Blackwell series, Rosa's efforts to help the deceased
       move on saw her traveling with them for the first step of the
       journey to 'nodespace', a writer's impression of the entrance to
       the afterlife. It's fairly obvious that the rules of physics
       have changed just looking at this comparison – from the fairly
       mundane, realistic appearance of New York City and its various
       boroughs to a mystical zone of glowing, white light, floating
       rocks, and even a shimmering portal that appears to lead to
       nothing. It's easy to see that these characters aren't in the
       corporeal realm anymore when visiting this place.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=2.png
       For Technobabylon, James Dearden had a specific vision of how
       cyberspace should look compared to 'meatspace'. Not only did the
       environment art change completely from solid, physical walls to
       glowing, abstract shapes, but the characters changed entirely,
       too, into idealized/humorous/glitchy avatars that represent
       their online presence. This was heavily inspired by the use of
       profile pictures on the Internet, and the wide variety of images
       these can include, which allowed for some very odd designs to be
       used in Trance-based areas.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=3.png
       For Shardlight's hallucinogenic vision sequence, I tried
       something different yet again. Here you can see elements of the
       real world relocated into the character's vision – particularly
       the bench and the doorway. The rest of the details have been
       replaced with an impossible landscape and symbols related to
       other elements in the story, and the colour scheme changed
       completely, but this allowed us to have the character begin the
       dream on the same bench she passes from the real world, and to
       walk through the door in the dream to re-enter reality, a nice
       way of connecting the two phases of the story.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=4.png
       One of the simplest ways to turn a scene into something more
       surreal and otherworldly is a colour change. The bold red colour
       that this scene from Monkey Island 2 takes on in Guybrush's
       vision is not only immediately indicative that things aren't
       normal, but also gives the whole scene a macabre vibe that
       matches the dancing, singing skeletons of his parents perfectly.
       Nothing else needs to be altered to feel surreal when a colour
       scheme change is this violent.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=5.png
       Beneath a Steel Sky's colour shifting between worlds is
       sometimes a little more subtle, but still uses deep, saturated
       colours in LINC that contrast nicely with the fairly drab,
       earthy tones of the real world. Here the addition of surreal
       decorations – such as platforms floating in mid-air and a giant
       eyeball – add a lot to the idea of visual representations of
       abstract concepts like software and data. The transformation of
       Foster to a generic, nude avatar helps complete the effect,
       making him appear literally disembodied and merely using this
       visual construct as a means of representation in this other
       place.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=6.png
       Such abstractions can be used to quite meta comic effect. In
       this example, Roger Wilco's adventures through time periods in
       Space Quest IV take him back to the first game in the series,
       which is especially evident due to the fact that the background
       shifts in style to look more like the art from that game, done
       with fewer colours and much less detail. This is a
       medium-specific approach to the idea of time travel, and serves
       as a fun and memorable gag.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=7.png
       Sam & Max Hit the Road does something slightly similar – here
       Sam's foray into the world of virtual reality is represented as
       a comical, angular vision of wonky shapes that move in odd ways.
       It feels like the designers were using this to poke a bit of fun
       at the idea of escapism in games, particularly the simplistic 3D
       experiences that were possible with the technology at the time.
       The fact that it shows Sam's actions back in meatspace adds to
       the moment, with his movements, when taken out of context, being
       a bit more fun at the expense of virtual escapism.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=8.jpg
       Telltale's Sam & Max Save the World does something similar, to
       an entirely different effect. Here, the area around their office
       is virtualized, the characters becoming digitized versions of
       themselves, representing the idea of websites being a
       replacement for actual stores, and the like. We can see the
       online version of Bosco's Inconvenience, with the placement and
       design of elements being similar enough that it's easy to tell
       that this isn't escapism into some fantasy world so much as an
       electronic representation of the real world.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=9.jpg
       The Longest Journey's premise is quite different to this idea of
       another dimension being a source of comedy or representation.
       We're asked to take the worlds of Stark and Arcadia seriously,
       with both being living places in the story. Here the elements
       that define each world – the technology of Stark and magic of
       Arcadia – are used by artists to show the difference between the
       two. Defining these worlds this way in the narrative provides a
       great tool for defining them separately, in colours, forms and
       designs.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=10.jpg
       Another great example of an interesting approach to playing with
       other worlds is in Grim Fandango, where the surreality of the
       Land of the Dead is wonderfully juxtaposed with a representation
       of the mortal realm that's even more grotesque and surreal. A
       beautiful subversion of the idea of the afterlife being more
       horrifying than our own, this visual parody of humanity's world
       is both unique and unforgettable. Next to this distorted scene,
       the rest of the game looks quite normal and stable, giving some
       context to the characters’ perception of our lives.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=11.png
       Another example of contrasting a surreal setting with an even
       more surreal one is the dream sequences in Dropsy. Here the
       game's strange, abstract vision of the world is replaced with a
       more unsettling, violent version, with elements appearing across
       worlds being more distorted and twisted in these dreams. A
       chilling, powerful visual effect. Notice that here, as in Monkey
       Island 2, the colour red is used to great effect, amplifying the
       creepy feeling at a glance, even before we have a chance to take
       in the details.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=12.png
       Another fun example is the representation of cyberspace in else
       Heart.Break(), which has the added challenge of presenting a
       setting in which the lines between the real and the digital have
       been blurred. In a town like Dorisburg, where you can hack a
       cigarette to speed up time, or a coffee to make you more
       beautiful, the bright, abstract forms that the game uses fit
       very well. When strange, glitchy patches of the world appear,
       it's clear that there's a bug in the system somewhere, but it
       still feels like part of this same style. By the time our hero
       can travel to cyberspace itself, representations haven't changed
       that much in colour – the bright pinks and yellows of the main
       game still remain, it's just that the details have been stripped
       away further, so that the geometry is more abstracted. It still
       feels cohesive, though, and even a real world door doesn't feel
       that out of place in the virtual world due to the colours used
       throughout the game.
  HTML https://adventuregamers.com//?ACT=49&d=33428&fid=43&f=13.jpg
       There are many ways to show these ideas in games. Whether we're
       entering a parallel universe, a representation of a character's
       mind, or a digital world existing purely in code, there are a
       lot of fun ways to show this shift from one reality to another.
       This can add memorable moments, both narratively and visually,
       and give us fascinating new places to explore. The very act of
       shifting between two worlds itself can be memorable, too, but is
       much harder to explain here. The two worlds shown from Obduction
       above are both beautiful, and worth admiring, but the jump
       between the two is something that no screenshot can do justice
       to, and is worth experiencing in motion – a truly magical,
       captivating shift to another dimension.
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