They create worlds: Assassin’s Creed Origins

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

I have have climbed the cathedral of Acre. I have swum in the canals of Venice. I have prowled the streets, and the roofs, of Renaissance Rome. I have hobnobbed with the Borgias and with Robespierre, I have fought alongside George Washington, plundered with Blackbeard and listened to Charles Dickens tell tales.

And, just lately, I’ve added to my repertoire: I have run away from an angry hippopotamus – straight into the jaws of a Nile crocodile. Oh, and I’ve slid down the Great Pyramid, but it’s the tussle with the crocodile that sticks in my mind, much like I stuck in its teeth.

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They create worlds: Scanner Sombre

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

The absence of light is so absolute, it’s as if there’s nothing at all around me. I’m not even sure I’m there myself. The only thing I’m sure of is the scanner in my hand. I pull the trigger, I hear the familiar whine, and the blackness around me is gradually sprinkled with dots. Dot by dot, my surroundings come into existence – a psychedelic, pointillist ghost of a cave.

Scanner Sombre

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They create worlds: Lone Echo

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

To my right is the station, Kronos II, looking decidedly worse for wear. To my left is Saturn, its rings glittering with a stark beauty. I can see the mining asteroids and container fields in the distance – and the inscrutable anomaly, extending tendrils of pure energy in my direction. Everywhere else is the cold infinity of space, beautiful and deadly. There is only one thing to do: I grab hold of the railing and, slowly and methodically, make my way towards my captain and friend, Liv, pulling my weightless body through space inch by inch.

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They create worlds: Hellblade – Senua’s Sacrifice

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

In the past, They Create Worlds has mostly featured games that create striking worlds for us to traverse and explore, worlds for the players to inhabit. Hellblade: Senua’s Sacrifice does this too, but it is more concerned with interior worlds, and it brings them to life with an intensity that I’ve not yet seen in games.

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They create worlds: INSIDE

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Dystopias are a dime a dozen these days; dystopias starring children doubly so. INSIDE isn’t the video game version of the latest YA trilogy, though, and its dystopia is decidedly more grim and hopeless even than Katniss’ gladiatorial arena. The game’s world is deadly yet impersonal, its dilapidated rural and industrial backgrounds depict a world that is in its last throes. Yet, strangely, it is also one of the most beautiful video games worlds I’ve ever seen.

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They create worlds: Grow Home

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

The little robot’s steps are clumsy, awkward, as if both the use of his legs and the concept of gravity were new to him. B.U.D. is miles away from the usual video game robots – they’re often metallic warriors and/or cannon fodder – and closer to the likes of WALL-E, if Pixar’s garbage collector was a toddler. And like his precursor, B.U.D. is given a momentous ecological task: he must grow the so-called Star Plant on a faraway planet, and in doing so he has to scale the plant to a height of 2 kilometres – which would be difficult enough for the likes of Mission Impossible’s Ethan Hunt, let alone someone who is barely able to walk in a straight line.

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They create worlds: Disasterpeace

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Usually when people talk about the worlds games create, they’re talking about graphics first and foremost. I’ve been playing since the early ’80s, and perhaps the most readily apparent way to see how the medium has progressed since then is to look at screenshots: it’s pretty much like first looking at cave paintings and then a Caravaggio – although admittedly a Caravaggio that’s like to have been done by a teenage Caravaggio who’s been glutting on Michael Bay movies or the Lord of the Rings trilogy.

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