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As for the big building, that shows the true artistic colors of the designers. It's dull and simple; I could have designed something better and with ease.
A laughable claim. The citadel is design specifically
to look like that. It's not dull, it's an enormous metallic blue obelisk sticking out of the centre of an east european town. It
is simply, but in the same way that, for example, the Bilbao Guggenheim is. Simplicity and elegancy are not a sign of poor design, merely restrained design. Not everything has to be fancy and overwrought, especially if it does not fit in with the context of the game.
To use an example, PaLaDiN said absolutely, that MP2 has better enemy design. See, the problem here is that the enemies need to be relative to the environment you put them it. Half Life 2's overwatch were designed beautifully given the space they were placed in (an enslaved city). They evoke a feel of suppression. Had Gordon Freeman been running through the streets of City 17 killing space pirates, they would have been out of place, which would have been poor art design. Vice versa, place Combine overwatch in MP2 and they look stylistically wrong relative to the environments.
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Originally posted by: PaLaDiN
Which is why other people are agreeing with me. You're all talk. I know art when I see it... that is not art. Don't insult my senses by calling the first and third screenshots art. They just look like boring mundane photographs.
Notice how every other website on the net hails HL2's art design as the best of the year? Ever heard of the four letter word 'bias'?
Gamespot, Best Graphics, Artistic:
http://www.gamespot.com/gamespot/features/all/bestof2004/day2w_16.htmlIGN.com, Best Graphics:
http://bestof.ign.com/2004/overall/13.htmlI think the problem here is that you refuse to accept that the design used in Half Life 2, subtle and refined rather than in-your-face, constitutes art design. Also, art design goes beyond level design. It extends to stuff such as animation, texture work and the 'life', so to speak, breathed into the world via the artistic properties of the game.