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Thread: Stylistic Mutability in Games
30-04-2012, 09:31 PM #21
I think Oblivion made great use of this in the quest where you're dragged into the painted world. That quest was not only well executed from a design standpoint, it was a moment of great visual creativity in a game not exactly known for it. It has been a while since I've played it, so this may be a bit of a rose-tinted recollection.
30-04-2012, 09:43 PM #22
I was talking about how earlier in the thread I mentioned that I know nothing about anime and then you made a remark about how I know nothing about anime. I was just telling you that I agree with you on that. That's what my quoted part was about.
I understand your answer to my question, Nalano. I do not agree with your examples.
If ultra-chibi (I had to google that) interludes are common, then they're to be expected. A trusty tool in the toolbox.
I don't understand how that last bit answered my question. As I see it, they reinforce my perspective. However, I feel bad for deviating from the topic so I'll let you have the last word.
30-04-2012, 10:04 PM #23
30-04-2012, 10:12 PM #24Or like explaining the forum rules to you.
1. Be excellent to each other.
2. That means not insulting each other.
3. No, really, it's possible to disagree without insults. Just don't do it.
30-04-2012, 10:15 PM #25
And it was said that there was once a conversation, though nobody could remember who had it or what it was about.
It was fabled to be interesting, but it had been perverted long ago. Twisted. Changed. Until its new form became The Way. The people lived by The Way and it was all they knew.
It was said that one day a hero would emerge and restore order.
But it was only a legend. There's no magic left I the world.
Last edited by Smashbox; 30-04-2012 at 10:39 PM.
30-04-2012, 11:03 PM #26