History SceneryPorn / VideoGames

23rd Aug '16 10:57:13 PM DEGLIS
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* The upcoming ''VideoGame/NoMansSky'' looks absolutely ''incredible''. Made more impressive when you realise that the game was developed by four people.
** [[http://www.gizorama.com/wp-content/uploads/2014/06/No-Mans-Sky.jpg Look]] [[http://psmedia.playstation.com/is/image/psmedia/no-mans-sky-screenshot-06-ps4-us-24jun14?$MediaCarousel_Original$ for]] [[http://media.edge-online.com/wp-content/uploads/edgeonline/2014/01/No-Mans-Sky-concept-3.jpg yourself.]] [[http://cloud.attackofthefanboy.com/wp-content/uploads/2013/12/no-mans-sky.jpg It's amazing.]]

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* The upcoming ''VideoGame/NoMansSky'' looks absolutely ''incredible''. Made more impressive when you realise that the game was developed by four people.
''VideoGame/NoMansSky'''s strongest asset is arguably it gorgeous, vibrant, and colorful environments.
** [[http://www.gizorama.com/wp-content/uploads/2014/06/No-Mans-Sky.jpg Look]] Here]] [[http://psmedia.playstation.com/is/image/psmedia/no-mans-sky-screenshot-06-ps4-us-24jun14?$MediaCarousel_Original$ for]] are]] [[http://media.edge-online.com/wp-content/uploads/edgeonline/2014/01/No-Mans-Sky-concept-3.jpg yourself.]] some]] [[http://cloud.attackofthefanboy.com/wp-content/uploads/2013/12/no-mans-sky.jpg It's amazing.examples.]]
15th Aug '16 7:46:12 AM missmoon
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* The game ''[[http://www.luminocitygame.com/ Lumino City]]'' is a ''stunning'' puzzle game that's literally built by hand out of paper, cardboard and various bits and bobs of mixed media. Only the characters appear to be CGI.
13th Aug '16 11:54:10 PM UmbrellasWereAwesome
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*** ''Uprising[=/=]The Great Journey''. The serene music in the former goes well with the scenery.

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*** ''Uprising[=/=]The "Uprising[=/=]The Great Journey''.Journey". The serene music in the former goes well with the scenery.
13th Aug '16 2:12:19 PM nombretomado
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** Much better graphics and CGI allows for this in the later Compilation entries. For example, the various cutscenes in the games ''CrisisCore'' and ''DirgeOfCerberus'', and the movie ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]''.

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** Much better graphics and CGI allows for this in the later Compilation entries. For example, the various cutscenes in the games ''CrisisCore'' ''VideoGame/CrisisCore'' and ''DirgeOfCerberus'', ''VideoGame/DirgeOfCerberus'', and the movie ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]''.
11th Aug '16 3:53:45 PM UmbrellasWereAwesome
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* The ''Franchise/{{Halo}}'' games.
** A good chunk of the rendered parts of the map are specifically designed to awe, and every map of every game has at least one vast backdrop setting that range from merely good to awe-inspiring. They particularly enjoy playing with objects of mind-buggering scale in the backdrop, coming to head in ''{{VideoGame/Halo 3}}'' when, on closer inspection, the little glowy dot at the middle of the vast construct you're on the edge of is a STAR.

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* The ''Franchise/{{Halo}}'' games.
''Franchise/{{Halo}}'':
** A good chunk of the rendered parts of the map are specifically designed to awe, and every map of every game has at least one vast backdrop setting that range from merely good to awe-inspiring. They particularly enjoy playing with objects of mind-buggering scale in the backdrop, coming to head with one great example in ''{{VideoGame/Halo 3}}'' when, where, on closer inspection, the little glowy dot at the middle of the vast construct you're on the edge of is a STAR.



** A memorable example is the Regret level in ''{{VideoGame/Halo 2}}'', with its ancient-looking pyramidal temples on the lake.
** ''Uprising[=/=]The Great Journey''. The serene music in the former goes well with the scenery.
** {{Lampshade|Hanging}}d during the scene in which one of the marines accompanying Master Chief points out that the ''Milky Way Galaxy'' is hanging in the sky above you, and Sergeant Johnson basically tells him, "Yeah, yeah, it's pretty. Now pay attention to the aliens who want to kill you."
** One scene in ''Halo 3'' stands out. At the end of the Covenant level, you are on a balcony looking out over a vast pit filled with white clouds. And no, not the "vast" you're thinking of: this thing is the diameter of ''earth''. And out of the pit, accompanied with the most beautiful video game music ever produced, rises the most majestic, breath-taking super-weapon of ultra-mass destruction ever made: ''Halo''.

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** ''VideoGame/{{Halo 2}}'':
***
A memorable example is the Regret level in ''{{VideoGame/Halo 2}}'', "Regret" level, with its ancient-looking pyramidal temples on the lake.
** *** ''Uprising[=/=]The Great Journey''. The serene music in the former goes well with the scenery.
** {{Lampshade|Hanging}}d during the ''VideoGame/{{Halo 3}}'' scene in which one of the marines accompanying Master Chief points out that the ''Milky Way Galaxy'' is hanging in the sky above you, and Sergeant Johnson basically tells him, "Yeah, yeah, it's pretty. Now pay attention to the aliens who want to kill you."
** One scene in ''Halo 3'' stands out. At the end of the Covenant level, "The Covenant", you are on a balcony looking out over a vast pit filled with white clouds. And no, not the "vast" you're thinking of: this thing is the diameter of ''earth''. And out of the pit, accompanied with the most beautiful video game music ever produced, rises the most majestic, breath-taking super-weapon of ultra-mass destruction ever made: ''Halo''.



** ''[[VideoGame/Halo3ODST ODST]]''. Sure, you spend most of the game walking around a destroyed city at night. But the two levels NMPD HQ and Coastal Highway? Let me elaborate: NMPD. What parts of it that aren't in the interior of the building take place on balconies outside that overlook a panoramic view of high towers, bathed in the setting sun. Coastal Highway? When you get out of the tunnels and come to the view of New Mombasa in the morning...
** Scenery porn is said to be a design requirement for ''VideoGame/HaloReach'', because [[spoiler:everyone already knows the planet's going to get fried from the orbit.]] This is particularly evident in Forge World, despite the map being on a Halo ring, not Reach. Parodied in [[http://roosterteeth.com/comics/strip.php?id=1717 this]] ''RoosterTeeth'' comic.
** ''VideoGame/{{Halo 4}}'' was designed to evoke memories of the original ''Halo'' and to that end, is full of sweeping and grand landscapes full beautiful scenes. The game world is utterly mesmerizing the first time you explore it.

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** ''[[VideoGame/Halo3ODST ODST]]''. Sure, you spend most of the game walking around a destroyed city at night. But the two levels NMPD HQ "NMPD HQ" and Coastal Highway? Let me "Coastal Highway"? Let's elaborate: NMPD."NMPD". What parts of it that aren't in the interior of the building take place on balconies outside that overlook a panoramic view of high towers, bathed in the setting sun. Coastal Highway? When you get out of the tunnels and come to the view of New Mombasa in the morning...
** Scenery porn is said to be a design requirement for ''VideoGame/HaloReach'', because [[spoiler:everyone already knows the planet's going to get fried from the orbit.]] This is particularly evident in Forge World, despite the map being on a Halo ring, not Reach. Parodied in [[http://roosterteeth.com/comics/strip.php?id=1717 this]] ''RoosterTeeth'' ''Creator/RoosterTeeth'' comic.
** ''VideoGame/{{Halo 4}}'' was designed to evoke memories of the original ''Halo'' and to that end, is full of sweeping and grand landscapes full and beautiful scenes. The game world is utterly mesmerizing the first time you explore it.
11th Aug '16 3:23:03 AM Morgenthaler
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** The ''ProfessorLayton'' games: Just look at [[http://images4.wikia.nocookie.net/__cb20110314032525/layton/images/thumb/9/92/Folsense_3.png/231px-Folsense_3.png Folsense]] or [[http://images.wikia.com/professor-layton/images/4/4b/St_Mystere.png St. Mystere]]. Their [[http://layton.neoseeker.com/w/i/layton/f/f6/London.jpg London]] is pretty spectacular, as well. In fact, one of the first animated sections of the second and third games feature some gorgeous views of London.
** ''NiNoKuni'': Just look at some of these [[http://www.youtube.com/watch?v=qyAhNuG8DZY preview]] [[http://www.youtube.com/watch?v=qyAhNuG8DZY trailers]].

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** The ''ProfessorLayton'' ''VideoGame/ProfessorLayton'' games: Just look at [[http://images4.wikia.nocookie.net/__cb20110314032525/layton/images/thumb/9/92/Folsense_3.png/231px-Folsense_3.png Folsense]] or [[http://images.wikia.com/professor-layton/images/4/4b/St_Mystere.png St. Mystere]]. Their [[http://layton.neoseeker.com/w/i/layton/f/f6/London.jpg London]] is pretty spectacular, as well. In fact, one of the first animated sections of the second and third games feature some gorgeous views of London.
** ''NiNoKuni'': ''VideoGame/NiNoKuni'': Just look at some of these [[http://www.youtube.com/watch?v=qyAhNuG8DZY preview]] [[http://www.youtube.com/watch?v=qyAhNuG8DZY trailers]].



* ''LogicalJourneyOfTheZoombinis'' has some truly stunning scenery for most of the puzzles. The visuals in the Allergic Cliffs puzzle, for instance really does give you the feeling of being thousands of feet above the valley below.

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* ''LogicalJourneyOfTheZoombinis'' ''VideoGame/LogicalJourneyOfTheZoombinis'' has some truly stunning scenery for most of the puzzles. The visuals in the Allergic Cliffs puzzle, for instance really does give you the feeling of being thousands of feet above the valley below.



* A custom map in ''Left4Dead2'', Death Aboard 2, has STUNNING visuals towards the finale. It takes place on a beach with a lighthouse and you wait for a hot-air balloon to pick you up.
* The GrandTheftAuto series from III onwards. As consoles and [=PC=]s became more powerful, so Rockstar was able to cram more and more detail into the urban - and rural - environments depicted in these games, to the point where many players don't even bother starting the main gameplay until they've spent hours - sometimes days and weeks - simply sight-seeing locales such as Liberty City and Los Santos, especially in the more recent games which eliminated the need to complete certain missions before unlocking areas of the map. In ''[=GTAV=]'', players can explore the entire region from the very start of the game.

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* A custom map in ''Left4Dead2'', ''VideoGame/Left4Dead2'', Death Aboard 2, has STUNNING visuals towards the finale. It takes place on a beach with a lighthouse and you wait for a hot-air balloon to pick you up.
* The GrandTheftAuto ''VideoGame/GrandTheftAuto'' series from III onwards. As consoles and [=PC=]s became more powerful, so Rockstar was able to cram more and more detail into the urban - and rural - environments depicted in these games, to the point where many players don't even bother starting the main gameplay until they've spent hours - sometimes days and weeks - simply sight-seeing locales such as Liberty City and Los Santos, especially in the more recent games which eliminated the need to complete certain missions before unlocking areas of the map. In ''[=GTAV=]'', players can explore the entire region from the very start of the game.
6th Jul '16 1:46:54 AM morenohijazo
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* ''VideoGame/TheTalosPrinciple'''s various Egyptian, Greek, and European locales often give way to stunning ruins and breathtaking vistas. That you can't simply run off from the puzzles and explore them (it's a computer simulation even in-universe, with the world glitching out if you do so) is as thematically fitting as it is often saddening.

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* ''VideoGame/TheTalosPrinciple'''s various Egyptian, Greek, and European locales often give way to stunning ruins and breathtaking vistas. The Messenger levels are just breathtaking, and the music there only makes it more so. That you can't simply run off from the puzzles and explore them (it's a computer simulation even in-universe, with the world glitching out if you do so) is as thematically fitting as it is often saddening.
20th Jun '16 11:06:12 PM LadyFanFareKid
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*''VideoGame/PokemonMysteryDungeonExplorers'' has lovely visuals as well, taking you to scenes of giant waterfalls, to colorful fountains of lakes, to ice mountains, and to hidden ruins. The visuals were quite breathtaking for the Nintendo DS.
6th Jun '16 4:24:22 AM erforce
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* All of ''VideoGame/DonkeyKongCountry'' looked fantastic, but the biggest jaw-dropper would have to be the end of the first level, where ''the sun sets''. The sky turns red, and the green palm trees turn a shade of dark blue, and then black as the entire level goes dark. In 1994, this looked ''stunning'' and the series' popularity at least partially stemmed by how amazing the graphics looked. ''VideoGame/DonkeyKongCountryReturns'' is an even more beautiful follow-up. Details such as the ocean, areas that look like they are merely in the background that you will be shot to in a few seconds, flying through the forest in barrel cannons, the volcano... it's all just fantastic. And then there are the silhouette levels. ''VideoGame/DonkeyKongCountryTropicalFreeze'' takes it even further with the unique landscapes and areas found in every island, with special mention going to Autumn Heights and Sea Breeze Cove.

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* All of ''VideoGame/DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry1'' looked fantastic, but the biggest jaw-dropper would have to be the end of the first level, where ''the sun sets''. The sky turns red, and the green palm trees turn a shade of dark blue, and then black as the entire level goes dark. In 1994, this looked ''stunning'' and the series' popularity at least partially stemmed by how amazing the graphics looked. ''VideoGame/DonkeyKongCountryReturns'' is an even more beautiful follow-up. Details such as the ocean, areas that look like they are merely in the background that you will be shot to in a few seconds, flying through the forest in barrel cannons, the volcano... it's all just fantastic. And then there are the silhouette levels. ''VideoGame/DonkeyKongCountryTropicalFreeze'' takes it even further with the unique landscapes and areas found in every island, with special mention going to Autumn Heights and Sea Breeze Cove.
23rd May '16 2:13:44 PM malter
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** ''A Thief's End'' pushes the [=PlayStation=] 4 to new heights with its incredible picturesque vistas and nigh-on photorealistic character models. Naughty Dog didn't have to go to near as much effort to render things that the player can never visit or the fibers that make up Nathan Drake's hair but [[DoingItForTheArt that's just how they roll]]. Using the Photo Mode, you can even remove the characters from the scene to just take pictures of the backgrounds.

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** ''A Thief's End'' pushes the [=PlayStation=] 4 to new heights with its incredible picturesque vistas and nigh-on photorealistic character models. Naughty Dog didn't have to go to near as much effort to render things that the player can never visit or the fibers that make up Nathan Drake's hair but [[DoingItForTheArt that's just how they roll]]. Using the There's also a Photo Mode, Mode that pauses the game letting you move the camera around (as well as adjust the FOV, depth of field and the like) and take pictures using the Share button on the controller. You can even remove the characters from the scene to just take pictures of the backgrounds.
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