Paired with what was cutting edge visuals and destructibility - on PlayStation 2, anyway - each mission was an assault on the senses. Anyway, the point is the guns and explosions all sounded monstrous. That sounded cooler in my head, but I'm leaving it in. Pulling the trigger on the pistol sounded thunderous a shotgun blast was like the sneeze of Satan. Even on the tiny little box TV in my bedroom, Black's sound design was unbelievable. There was a lot of chatter at the time about its presentation, and looking back after 15 years, that is what sticks out the most. Black released on 23rd February 2006, I received it for my birthday, and I played it a lot. It turns out my excitement was well placed. Alright, I could get on board with that.Īs an enormous fan of Criterion, I was curious but excited to play this departure from its highly successful output. Inspired by classic action movies, Black would be a loud, unrelenting, heart-pounding shooter from the creators of the loud, unrelenting, heart-pounding Burnout franchise. The team was talking up environmental destruction, how it wanted a level of chaos and debris on par with something like the lobby scene in The Matrix. I distinctly remember reading an early design phrase being "overt, not covert".
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