Instant atmosphere, and of course, instant screenshot material. The very first moments in its hub world are a true display of might the backlit industrial grilles on the periphery bathing the belly of the machine in a crosshatch of shadow, while burning candles and dangling chains act as occult, dungeon-esque stalagmites and stalactites. But in Dimension of the Machine, the developer lets loose, deploying a modern game dev’s understanding of lighting, framing, and minute detail. Dimension of the Past is one thing – a respectful throwback that largely sticks to the scuzzy beige-grey textures, angular shapes and medieval symmetry of the original. The best viewpoints in MachineGames’ episodes could rival any tourist stop. As they do, each level becomes a locale, grounded by routes that fold back in on themselves and offer new viewpoints on well-trodden areas (a trick that lives on in games like Dark Souls). It’s a characteristic that ties into another of Romero’s laws – that players should revisit areas regularly. Though the latter term may be unfamiliar, you’ll know the experience intimately – glimpsing a health kit behind the bars of a cage or through a gap in a wall, and knowing there’s a way to get there, if only you can find it. Even better, the Dimension campaigns embrace Romero’s fondness for hidden areas and “aspirational” views.
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