To look at it on paper, the very last level of Painkiller doesn't sound all that impressive; a quick summation of all wars, moving from medieval to modern technology by way of world wars 1 and 2? I'm sure it's been done. It's only when you realise that the environment has been frozen in time that it becomes really interesting.
Rocks hang in the air, thrown up from explosions that never fade; flames stand still, burning without burning; a catapult is stopped at the end of it's arc, the stone it throws has demolished an enormous wall and bricks are caught dead raining down on the ground. The trenches are in a state of constant activity with nothing happening. A warship, with it's bow raised to the sky, hangs in the water like a dying behemoth. Houses are torn apart while keeping their integrity intact, a missile is crumpled in the ground, and in the background, looming above everything, is a vast nuclear mushroom cloud, completely still and eerily silent.
I can't capture all of what made that level stand out for me in words... The surreal quality of seeing pieces of debris hang unsupported in the air perhaps, the explosions with no start or beginning; perhaps the fact that it's completely unpopulated except by shades of the enemies you've killed over the course of the game. At any rate, it really struck me and sent a chill or two up my spine.
Any other escapists want to share levels of games they felt were incredibly well designed or realised?
Rocks hang in the air, thrown up from explosions that never fade; flames stand still, burning without burning; a catapult is stopped at the end of it's arc, the stone it throws has demolished an enormous wall and bricks are caught dead raining down on the ground. The trenches are in a state of constant activity with nothing happening. A warship, with it's bow raised to the sky, hangs in the water like a dying behemoth. Houses are torn apart while keeping their integrity intact, a missile is crumpled in the ground, and in the background, looming above everything, is a vast nuclear mushroom cloud, completely still and eerily silent.
I can't capture all of what made that level stand out for me in words... The surreal quality of seeing pieces of debris hang unsupported in the air perhaps, the explosions with no start or beginning; perhaps the fact that it's completely unpopulated except by shades of the enemies you've killed over the course of the game. At any rate, it really struck me and sent a chill or two up my spine.
Any other escapists want to share levels of games they felt were incredibly well designed or realised?