![]() ![]() The lack of detail probably helps make the low-polygon environments look good, and also helps the almost flawless collision detection between objects that allows these puzzles to function. Each stage is distinctly different, ranging from a medieval castle to industrial loading docks, cliffs, and a garden. Likewise, virtually nothing in all of Human is textured - only colored and shaded - giving it the look of a work in progress, except with the consistency of a finished product. As mentioned you can customize him in the menu, using MS Paint-style tools to fancy him up as you please, which I suppose could also be done tastefully. But as soon as I learned that he feels no fall damage and will always eventually pick himself up off the ground, I laughed along as he clumsily waddled along like Gumby with a full diaper. ![]() In the early levels I winced when he tumbled off cliffs and when physics contorted his pool noodle-like limbs in unnatural ways. ![]() His animations are driven by inverse kinematics, meaning they’re dynamic and react to interactions with the world around you, and that they’re hilarious. The biggest part of that charm is our doughy, completely untextured (by default) protagonist. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |