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How realistic do you want your games? I’m kind of torn on this a little bit. On the one hand, I’m completely fascinated with how ultra/hyper/photo realistic we can make a game look or play. On the other hand, I’m perfectly fine with a game looking, well…like a game. Something you don’t have to question […]


How realistic do you want your games?


I’m kind of torn on this a little bit. On the one hand, I’m completely fascinated with how ultra/hyper/photo realistic we can make a game look or play. On the other hand, I’m perfectly fine with a game looking, well…like a game. Something you don’t have to question when you see it that it’s a video game.


That isn’t to say I don’t want us to advance the tech and the tricks behind them, but, I dunno, maybe give me an ultra/hyper/photo realistic city builder, or a platformer.


Giving me all of that realism and making it a shooter, like with Unrecord (give it a google if you haven’t seen it yet), kinda puts me off of it. Fascinated as hell by the tech behind what I’m seeing but I think, for me, there’s a line in the realism of my video games, and it’s a combination of looking incredibly real and the kind of gameplay you’re going to mix with that.


Feel free to keep your ultra/hyper/photo realistic Splinter Cell game. Stealth games like that already get my anxiety going and I don’t need it to feel real. Not that I need to worry because, well, Ubisoft…it has been 3,520 days since a new Splinter Cell game (non-animated series or guest spot in another game franchise, remake, BBC radio drama, or VR exclusive) was released.