Some amazing screenshots on this page. It's honestly shocking to me how 'forgotten' this game seems to be. To me it was one of the best experiences of the generation thus far, and these screenshots just brought me back to the point that I now feel like starting a replay, of a game I've already done three playthroughs of!
Speaking specifically of the art direction though, the coastal Village is still my favorite and in my mind the most memorable. Slowly trudging through that knowing that at any time something could jump out from behind a corner and take you down was really harrowing and the exact experience I wanted from seeing that area in pre-release screenshots and gifs. I actually really like the first section of it in Chapter 2 as well. The Chapter 3 'main area' with the overpass and Chainsaw guy are the obvious highlight, but the village part after that where you find the doctor is also really great even if it's less combat focused. There is just good exploration and stuff to find there as well.
The art direction of this game just deserves more recognition period. There are so many scenes or objects or characters that just stick in my mind as what you could call 'iconic' in a franchise sense and it's just one game: The village, the lighthouse, the Asylum logo with the lighthouse in it, Nurse Tatiana's creepy aloofness and idle animations, box man, the cliffside with the old church in the distance, the giant brain in the otherworld, the barn in the field of flowers, the upgrade chair, green gel, joseph's glasses and kidman's form fitting jeans.
And the death roombas. Can't forget the death roombas.
Agreed! So many cool concepts in this game. If I were a film producer in an alternate reality where this game didn’t exist, I’d take the creatures in this game and launch a dozen different movie franchises!
Out of curiosity, which chapters were your favorite? And when you mention the “coastal village,” do you mean the Village of Elk River in chapters 2, 3 and 4, or do you mean the village at Cedar Hill in Ch. 6?
And since you mentioned Kidman’s form-fitting pants, might as well start the next batch with her butt:
Also, the wet shirt tech.
Very important to survival horror:
(Personally, it bothers me she runs around in high heels.)
But seriously, back to horror, starting with the opening set-piece in the Sadist’s shop — check out the chiaroscuro lighting and floor slick with blood:
And the bit with the mortician gone mad was a brilliant bit of horror — especially the part where you feel around inside the body…
Opinions were split on action-packed Ch. 12 — personally, I thought the bus ride was a much-needed palate cleanser after the oppressive atmosphere of the previous three chapters — but I think most would agree Heresy is a great design. Note he has tubes running from his poop-chute to his mouth — he feeds on his own excrement! A human centipede, without the friends —
how pleasant.
Here’s a POV shot hiding under a car in the parking garage while Amalgam scopes you out with his snake-light eye. I adore this detail — it reminds me of the scene in War of the Worlds where the serpentine robot slithers through the basement, looking for Tom Cruise with its one glowing eye. This set-piece also reminded me of the scene in Jurassic Park where Malcolm and Grant distract the T-Rex in the rain. They do a great job conveying the sheer size and weight of Amalgam.
One of the morbid “neuroscience” puzzles in the Victoriano Estate. Did they
really have to make the eyes look around and blink??
A subway train suspended high above the city, trapped between two skyscrapers. You know the city is experiencing severe seismic activity when
this happens. Also, I’m always a sucker for a good torrential downpour in videogames. <3 rain!
On the note of subways, the half-destroyed metro was full of delicious detail:
This game has some of the most devious death-traps. The whirling blades closing in from both sides being a personal favorite. Quickly, hobble to the blood-chute!
Speaking of traps, here’s a shot of Sebastian falling into one of Quell’s. Failing to escape results in a nifty death animation:
https://www.youtube.com/watch?v=vWoFnbPtyP0
The walls have eyes…
Really like how the church facade looks in the setting sun:
A great vertical shot of the church’s interior:
Juli Kidman spends a moment with her kitty companion. The subtle use of film grain looks especially nice in this scene’s lighting:
The atmosphere in this game is just amazing. Perhaps that’s what Seb is thinking as he looks out the window at night:
The “horror zone” version of the hospital is deeply unsettling. Those gurneys and wheelchairs moving by themselves? Yeah, might want to watch your back:
Props to the interior decorator who designed this office! Seriously, this game’s use of shapes and patterns is almost hypnotizing at times:
A panorama view of the cliffs overlooking the sea at Cedar Hill. Love the warm look to the lighting here:
More shots of the ruined factory, including a silhouette shot. The crumbling clay walls and exposed beams are a nice touch. Also love the flock of birds around the smokestacks:
A soothing shot of the river at night, and the asylum’s lighthouse in the distance. Wait, wasn’t the asylum in the middle of the city? Hmm…
The feeling of entering a new room… What horrors lie inside?
Hopefully it’s not this guy!