Sliding Scale of Shiny Versus Gritty: Difference between revisions

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** That's not grit, that's ichor. And the Zerg have plenty of that.
* ''[[Deus Ex]]'' aggregates nice and tidy accommodations of Versalife corporation and UNATCO headquarters and the rather unpleasant urban neighborhoods (barring Paris that will look gorgeous even the world comes rolling to the doors of Hell).
* Ditto for ''[[Vampire: The Masquerade Bloodlines]]''. The [[La Croix]]LaCroix Tower explicitly stands out of the generally bleak and tarnished surroundings. As a matter of fact, the Downtown LA map where the Tower is situated features this in spades: the western half of the map features an [[Abandoned Hospital]], an awful lot of dingy-looking buildings and houses, a crackhouse, the Last Round bar, a derelict warehouse, and an underpass used by the local vagrants as shelter. The eastern half of the map, while still somewhat gritty, features the Confession Club (which used to be a cathedral), the Skyline Apartment Building, and the decidedly upmarket Empire Hotel.
* In one extent or another this is case in most of the strategy games, with the "good" fraction having shiny, or at least well-structured and regularly-shapped buildings while those of the "bad" one tend to be gritty, ominous-looking and/or battered or even cobbled together. The biggest offenders are, of course, Orcs (in ''[[Dawn of War]]'' they DO cobble their buildings together from junk), GDI/NOD are more into the Ordinary vs Ominous territory, and in ''[[Dark Reign 2]]'' the contrast was laid out with the subtlety of a battering ram: JDA, the global law-enforcers, have silvery high-tech premises and their enemies Sprawlers huddle in rusty and angular dwellings.
* ''[[Eve Online]]'' has shiny Amarr ships versus "flying junkyard" Minmatar ships. Conversely, Gallente ships have shiny, smooth, almost organic curves while Caldari ships are angular and much more utilitarian.