Darkness isn't what it used to be. What
was once an inky wall hovering before you has been reduced to normal light.
The march towards realism has robbed darkness of its
poetry. Darkness used to be awesome. It curled around you like a hand
when graphics were less detailed. When you could see the pixels that also
meant you could see the darkness.
It's unfortunate to be a 90s 3D video game
nowadays, and perhaps forever. Unlike 2D pixel art, which has
comfortably grown into being recognized as its own aesthetic, the comparably lo-fi
visuals of early 3D tickle people's uncanny valley bone too much. To the modern eye they register as failed modern games, not successful retro games.
This why darkness, in all its poetic
terror, may be lost. Most would agree that
Silent Hill 2 has better visuals than Silent Hill 1, but Silent Hill
1 has better darkness. It has some of the best darkness
ever, a darkness that would be much harder to achieve on modern tech. Silent Hill 1 is a grainy and pixelated game, but this means you can
literally see the darkness creeping around corners, condensing like water droplets on walls and floors. Because the Playstation 1 could not do subtle lighting
effects, its darkness is
the most unsubtle thing imaginable, a black abyss that stares right back into you.
Silent Hill 1 was one of the last games to portray darkness this way, coming right at the end of the 90s, in the twilight of early 3D experimentation. With the advent of dedicated graphics cards, this kind of in-your-face unsubtle darkness disappeared almost overnight. And what's worse... no one quite seemed to realize it was there to begin with, or how effective it was.
Just look at the difference
between Ultima Underworld, the very game that pioneered immersive 3D graphics to begin with, and Arx Fatalis,
released almost a decade later. Underworld's darkness is the juicy kind, the
kind the creeps, each massive pixel a finger. I was thrilled when heard Arx Fatalis was going to be a spiritual successor to Underworld, but I
remember being strangely disappointed when the game only offered you a hazy
green-ish cloud as your draw distance. In many ways Arx was a good
imitation of Underworld, finding a lot of its rhythms and quirks,
but its lighting - of all things - drained my enthusiasm.
Some games post-3D revolution do darkness well. Thief is one notable example, as is Doom III or
Chronicles of Riddick, and several others. These are games where darkness is an important
part of gameplay, not just atmosphere, so it's unsurprising they did it well. However, with ever-depressing emphasis on advancing computer graphics, light and shadow have been more or less claimed as a simulation element, an aspect of realism,
not a poetic substance to be conceived and tailored for expressive impact.
Darkness is one of the oldest concepts in the human imagination, the thing we've all been afraid of
for the past several thousand years. There was a brief era in video
game graphics when, because they lacked subtelty, these poetics were
brought to the surface through a fortuitous collision of
technology and subject matter.
Now, if developers wish to leverage
this awesome power, they will have to do it on purpose.




The darkness behind the player in that Silent Hill 1 screenshot didn't much impress me, if that was what you were referring to. I figure black abysses might best be reserved for when you are literally on the precipice of a black abyss, not an uncommon problem in Silent Hill games. But the creeping darkness, the shadows painted straight into the textures on that door? Killer.
ReplyDeleteWhen I was playing around with the level editor in the original Timesplitters for PS2, I found that I could set the lighting in a given sector to any color in the visible spectrum, including black. This seemed to be implemented as a shader: take the first step into the darkness and all of your textures would vanish immediately.
What did you think of Limbo?
What did you think of Tomb of the Giants, then? One of the most oppressive darkening effects I've ever come across, I think. It's practically suffocating.
ReplyDeleteOh, yes. Tomb of the Giants *was* awesome.
ReplyDelete