![]() ![]() ![]() Night Dives gone so far as to include widescreen support (854-by-480 pixels) as well as the option to use a mouse to swing the view around. What mutant two-dimensional sprites lack in creepy kinetic fluidity, they more than make up for in jerking, twitching freakishness-like the stop-motion surreality of a Quay Brothers film, and just as indelible. Thats twice its original maximum resolution. I still have nightmares about supervillain SHODAN's chimerical trans-human horrors, by the way. And then you had its inspired, completely unexpected take on cyberspace: convoluted digital chutes you zipped along like surfing wireframe waterslides, trying to solve quirky geometric puzzles. You had all that self-augmentation bizarreness, like the implants that let you do indoor barrel rolls, a flight-sim-inspired premise based on actual rules of inertia (indoor physics!). Its lack of realtime light sourcing gave it a perpetually dim, 1970s sci-fi flick ambience that ironically complemented its simple but grim 256-color palette. ![]() Glowing wall panels were stippled with crisscross patterns that shimmered parabolically as your perspective changed (an aesthetic unto itself that I miss sometimes). The game had a fascinating pre-Apple-Store-sterile visual vibe, too. ![]()
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