Couverture de The Yellow Flame of the Highlands

The Yellow Flame of the Highlands

The Yellow Flame of the Highlands

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You are listening to Vacation in the Dungeon, the podcast with your Muhammad(s) Muhammad Tahir and Charlton Smit, and a special guest, Finlay Maclean.

In this episode of Vacation in the Dungeon the Podcast, we discuss: Gaming and Travel.

Segment 1 Scotland Muhammad: Welcome back. Today, we're looking at the weirdly thin line between the Scottish Highlands and the Lands Between from Elden Ring. Joining us is Finlay, who just got back from a trip through Scotland. Muhammad: It’s cool to have you here, bruh. I think everyone who plays open-world games has that moment where they see a photo of Scotland and think "Skyrim" or "Elden Ring," but was it actually like that for real?Finlay: "It’s funny you say that, because I went in looking for those 'epic gaming shots,' but the reality actually ruins the game for you a little bit.In a game, a mountain is usually a boundary or a waypoint—it's designed to be looked at. In Scotland, the mountains feel... heavier. When you’re standing in the Quiraing on the Isle of Skye, you realize that a game engine literally couldn't handle the scale. The mist doesn't just sit there looking pretty; it moves at thirty miles an hour, it smells like wet earth, and it makes you lose your direction in seconds.



Charlton: (respond arrodingly ) ( possible response)In Scotland, the landscape is entirely indifferent to your presence. You mentioned the scale of the Quiraing; that’s not just 'big,' it’s a massive post-glacial landslip that is still actively shifting. When that mist hits, it’s not a graphical slider being turned down to save your frame rate. It’s a physical change in the atmosphere that can drop the temperature ten degrees in a minute. What’s one thing about the Highlands that you can't capture in a photo?"Finlay: "It’s exactly what I was saying about the mist. You can take a photo of a cloud, but you can’t capture the way the air actually wraps around you. It’s not just something you see; it’s something you feel on your skin. One minute you’re dry, and the next, the air is so heavy with moisture that your jacket is soaked and the temperature has plummeted. It’s a total shift in the environment that a camera just interprets as 'grey,' but your body interprets as a cold reality."


Muhammad ya, there's just something that a camera just can't capture Muhammad: But did you find any spots that felt like they had that specific level design? You know, where the terrain forces you into a certain pat,h like Limgrave, with all the hills and the greenery?Finlay: Glencoe is the obvious one. The mountains there are so steep and vertical that you feel trapped in a corridor, even though you're outside. It felt exactly like those legacy dungeons where you can see where you need to go, but the geography is just saying, "No, not yet." You have to find the intended path.Charlton: (respond arrodingly ) ( possible response)I’m curious about the ruins. Scotland is covered in them, but they aren't all "cool" castles. Some are just old foundations.Charlton: How did that compare to finding random broken shacks in the game?Finlay: It’s the storytelling. In the game, you find a ruined shack, and there’s a single item that tells you a depressed merchant lived there. In Scotland, you see these "clearance villages" where people were forced off the land. It’s a different kind of "shattered world" vibe. It’s not magical, it’s just heavy. It makes the world feel like it’s already ended, which is basically the plot of every Elden Ring zone, especially Calid with Milania letting off a nuke of rot when Radahn was letting her re-adjust her arm.Muhammad:(respond arrodingly ) ( possible response) It’s interesting how we use games to process real landscapes now. It’s like we have this new vocabulary for nature. Finlay: Exactly. I saw a...
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