Free­dom of move­ment

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The way we look at videogame worlds is dic­tated by the character un­der our con­trol. In GTA, your eyes usu­ally fall on the near­est car, then the road ahead, and, in­ter­mit­tently, the GPS in the screen’s bot­tom cor­ner. In As­sas­sin’s Creed, your eyes dart up­wards, plot­ting a course from win­dow frame to cor­nice to rooftops, from which you take the straight­est route to your des­ti­na­tion.

Sun­set Over­drive

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