The thing about this is that developers tend to use it wrong. It's either all white and shiny, or it's all gritty and brown. To make it well, you have to use a tender balance there, that most just ignore.Selvec said:It's to make the games look gritty, not realistic. We generally getter a better rush from being in a gritty environment. Though I do agree, the over use of browns and greys in everything is silly. Mirrors Edge enviornment is completely white and red pretty much, I felt more immersed in that then I did in Fallout 3.
If everything is dark, gritty and evil, it doesn't stand out, it's not special. There's nothing gritty about it. If everything is shiny white and red, then that's nothing special either, which can work, sure,in some cases. But to get something out of it, you have to contrast it with something else. To make something feel gritty, you've gotta show the non-gritty parts as well.
Imagine that you have a gorgeous futuristic town, for instance like in Mirror's edge. It's bright, nice, and sterile. Imagine then that the next scene shows you a broken down ruin of a town, the nice shiny white that used to be there is replaced by a dark, ragged gray, the spotless streets from before are cracked, muddy, and with newspapers fluttering in the wind. The company of soldiers that left in shining uniforms in perfect formation is under siege, taking cover in a broken down building, cowering. Their dusty uniforms are ripped, their helmets and weapons scratched and bloodstains cover their faces, clothes and hands. Almost half of the group is missing, and many of the rest are either lying down, whimpering, trying to keep from screaming out in pain and revealing their position or have several bandages. The captain, so proud of his command when he left the other city, is now sitting with his head in his hands on what used to be the bedroom wall, there's not much left of it. A woman with a bandage across her left eye is guarding one of the windows with an old rifle in her hands, and several cracks and holes in her armour.
If we only had one of the scenes, it'd still be a powerful visual, sure, but together they show a lot more. They show just what the captain and his soldiers are fighting for, they show what they came from, what they used to have, and just how far the war has progressed, and what it has cost. Going back to the city, the contrast now reveals just how shiny it really is, just how clean. It makes for an even more powerful experience, with these contrasts, with these new frames of reference.