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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They create worlds: Assassin’s Creed

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’ve walked the Holy Land at the time of the Third Crusade. I’ve explored Renaissance Florence, Venice and Rome. I have crossed the cupola of the Blue Mosque. Five minutes ago I was scaling Notre Dame de Paris.

Allegedly I’m an assassin, member of an ancient order whose creed is “Nothing is true, everything is permitted.” This is what I really am, though: a tourist. And I’m loving it.

Ah, Venice. (Avoid the dwarfs in red raincoats.)

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They create worlds: Fez

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 love exploration in games. I love it when developers create virtual worlds that hint at a story about its history and inhabitants: the shack in the wilderness with the single plate on the table and the gravestone in the back garden; the eerie, sparsely lit alleys with people whispering for you to go away and leave them alone; the ornate mansions with their ostentatious displays of wealth and the secret compartment hidden behind the owner’s portrait; the desolate, windy  good at creating memorable characters, but their biggest strength for me lies in creating places.

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They create worlds: Grand Theft Auto

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.

Rockstar Games’ Grand Theft Auto series has received a lot of flak, from all sides of the political and ideological spectrum. They aspire to being The Great American Satire, and sometimes they achieve moments of wit and insight, but while they’re great games, all too often as cultural critique they resort to lazy, crass caricature that says little more than, “America, huh?”

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