Ape Escape – Part 1-3
Y’know, it’s a good thing that Spike just happened to be there when the Time Station got activated. Otherwise, I don’t think anyone would have been able to stop the Ape Escape.
Streamed at https://www.twitch.tv/newdarkcloud
For those of you interested, this is the video on Blue Stinger that my chat brought up.
There’s something to be said for the way developers had to abstractly represent enemies, obstacles, and other threats back in the PlayStation era. Because there was such a limited premium on space for models and textures in the game files, devs had to make due with the hardware they had access to.
Levels like Dexter’s Island exemplify this. There’s enough detail for us to tell that we’re supposed to be inside the dinosaur’s stomach, but not enough detail to really understand what we’re seeing inside his(?) stomach and intestinal tract. We can make guesses, but we can’t be certain, leaving it up to audience interpretation. A lot of the monster designs we’ve seen in the game up to now are similarly, oddly hard to parse in a way that makes them eye catching and interesting.
You don’t see it so much anymore, because it’s far easier to make decent models than it has even been before (except in horror, where the abstract can help sell the fright), but the doesn’t make it any less valuable.
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