PC Gamer Annual - UK (2022)

(Maropa) #1
the colour scheme on the Northern Lights and
incorporated Norse runes into the interface.
This blended aesthetic is governed by a
withered grid pattern, redolent of both Norse
runes and the Animus UI, which is present
everywhere in the game. Besides helping to
structure menu screens, it’s a way of subtly
imposing a role on the player – to “lay a pattern
before them, the pattern of the ancestor,” as Rivart
explains. Desynchronise, and the grid tears itself
to pieces. In a way, your objective in Assassin’s
Creed is simply to maintain that grid – to behave
as the simulation requires in order to continue
the art direction’s efforts at blending the ancient
with the modern. In Valhalla, you’re literally
asked to patch up Animus anomalies, marked by
incongruous 3D artefacts that generate wireframe
platforming courses.
Horror game developers have proven more
willing to embrace the jarring effects of glitches.
Like Assassin’s Creed, Bloober Team’s cybernetic
chiller Observer is caught between eras. In the
words of creative director Mateusz Lenart, it is “a
clash between retro-style design and more
typically futuristic technologies, inspired by Blade
Runner and Alien,” and “filtered through the lens
of a Polish communist era aesthetic”. The game
casts you as a cyborg detective in near-future
Krakow, equipped with the ability to hack the
brains of the deceased.

POLISHED VISUALS
Observer is also about synchronisation – you
must take pills to stop your body rejecting your
implants, which leads to dizzying effects such
as smeared movement, colour changes, and
compression artefacts. There’s only so much
‘synchronising’ you can do, however, because the
glitches are metaphors for social divisions.
There’s no seamless Animus-style blending of
the high-tech and antiquated in Observer’s
capitalist dystopia; instead, flesh and machinery
are forever pulling apart, and pristine holograms
float eerily against crumbling, insanitary

brickwork. Observer’s rickety cyborg HUD alters the appearance
and colour of pixels according to various open-ended parameters, as
game designer Pawel Niezabitowski explains. There’s “the ‘overdose’
effect, with its blurry shaky screen – large delay, fluid dispersal, no
colour change”. And there’s “the intensely ‘electronic’ glitch effect


  • short, sudden and drastic colour changes”. Simulating bugs like
    these can be pretty hardware-intensive. “Optimisation proved to be
    our biggest challenge,” Niezabitowski continues. Bloober eventually
    created a complex managing tool to balance more specific
    post-processing effects against those resulting from your character’s
    shifting mental state. There were some dramatic setbacks. “At one
    point during production, one of our designers cranked up the
    ‘glitchy’ visual effects to such a level that even his computer couldn’t
    take it any more and shut down, killing the controller in the
    process,” recalls Lenart, adding that “after some intense deliberation,
    we decided to leave that particular feature out”.
    Players, of course, may be turned off by simulated glitches
    long before computers give way. “There’s a wide spectrum of how
    various people react to these sorts of visuals, with some suffering
    from motion sickness,” Lenart continues. “The effect of our
    HUD destabilising wasn’t meant to be pleasant, as we wanted the
    player to feel motivated to take another dose of the synchronising
    medicine. Then again, we certainly didn’t want the player to
    become physically ill from the
    experience. Hence, a lot of the
    effects we’d tested ultimately
    didn’t make it into the game.”
    Bloober Team also stopped
    short of portraying the glitches
    as fundamental problems with
    the game. “Breaking the fourth
    wall is always tempting,
    especially in this genre,” Lenart
    adds. “We certainly played
    around with some interesting
    ideas. Ultimately, however, we
    focused on making the player
    immersed in what’s happening
    to the protagonist.”
    Immersion and the fourth
    wall are key terms in discussion
    of videogame glitches. They
    suggest a firm boundary around
    the illusion – an illusion that


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FE ATURE


ABOVE: Axiom
Verge turns
glitching into
a p owe r-up.
BOTTOM:
Anodyne 2 houses
many styles of
videogame.

FAR RIGHT: The
Animus checks
exploration in
older Assassin’s
Creeds.
Free download pdf