![Image](https://iadtgame225.wordpress.com/wp-content/uploads/2012/10/halo_3_odst_banner.png?w=487)
Question#1: What game, how does the developer balance the use of color in the game?
Game: Halo 3: ODST
The developer, Bungie, takes things really out of context for a Halo game, and focuses slightly more on portraying a mood. The mood they went for in ODST is a noir setting, which if you aren’t familiar with the genre is usually portrayed in detective and crime films with strong(often cynical) characters. Where ODST, and its developer, chooses to show this style off is distinctively in the atmosphere and most importantly the lighting.
Most of the game takes place in the streets of New Mombasa after the Covenant ship jumped into slip space, nearly destroying the city, and leaving it in tremendously bad shape. Streets are covered with rubble and damaged vehicles, with only back up power now running the city. The open world gameplay (Hub-World), is a night setting, and sets up the use of VISR, an gameplay effect that highlights enemies, friendlies, and nearly everything with a highlighted outline, depending on the relation to the player, as you can see in the screenshot below.
![Image](https://iadtgame225.wordpress.com/wp-content/uploads/2012/10/visr2.jpg?w=487)
The use of stark/bright lighting effects, against the dark night of New Mombasa, really balances the way color is represented. Especially when VISR mode is turned off, the streets really are drastically dark, as you would expect in a powered down city.
Question#2: How does the developer use color to evoke emotion, and what emotions and feeling are they trying to get from the user? Think about the audience the game is intended for.
The developer uses color, and lighting for that matter, to show a whole bunch of different tones and emotions that the player is be able to pick up from. Such as highlighting enemies with a red outline in VISR mode, to friendlies in a green outline. The mostly night time setting creates a sense of unknown and loneliness, that you are not in control of this super human in a tank suit, but a more fragile, yet still bad-ass, but no where near what you’re capable of as a Spartan, as you play as in the other Halo games. The color palette is harshly different from other games in the Halo library, and it complies with the altered gameplay it brings to the table.