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| This one was allready pointed out for the player. |
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| Just your typical average pointy corridor with only 1 exit anyhow. |
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| It's like the room was designed to draw you in. |
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| Because of the clear path to follow the player can really see what parts don't belong on it making for a great foreshadowing. |
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| The crowdedness of the left side of the room makes it so that the right sides door becomes much more obvious. |
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| Atleast the button seems friendly and inviting. |
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| It's something about having only on lighted area that allways draws them in. |
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| Sometimes less is better. |
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| I really like how they used the perspective of the crowded area here to direct the player away from the crowdedness. |









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