Small Mailman
Member
I'm into it. I find the PS1/N64 graphics very charming. I feel like it adds to the games atmospheres!
I thought I put together a small selection of shots from modern mods for various games to show a vague approximation of how a modern early 3D game would actually look like, rather than the PS1/N64 type mess people seem to think they would be (also listed the game and mod name). Of course there's plenty more of this out there, and a couple of these arguably aren't even the best of the best visually:
It still has way more polygons than N64 era, that's Dreamcast or beyond.
Hopefully never.
I don't think they will, because early 3D games are an absolute eye sore. There's nothing asthetically pleasing about them. 3D games look great now, but it took years of awkward growing pains (where only the novelty of it allowed them to be regarded as good looking) to get to this point.
2D pixel art is a real art form and has the potential to be really beautiful. Early low poly 3D games -- I just can't think of a single example where I think the game now is beautiful.
This is beautiful, right now, in 2014, as I look at it:
This is not:
Hey guys have some Soul Reaver:
And a nice side dish of Silent Bomber:
It was trying to look realistic. Dew Prism still looks amazing, and a game aping its still will look that much more amazing when they fix all the graphical quirks.
Dreamcast was still considered low poly, no?
I would love games with low-poly art. Not necessarily everything has to be lo-fi. The MGS1 models in Ground Zeroes actually look appealing under the Fox's Engine lighting.
Early 3D wasn't bad because of low poly counts, it was bad because the hardware that delivered it was kind of a sputtering mess at doing so.
If you're judging the inherent worth and artistic potential of low-poly 3D on what it looked like on systems of old... the sub-sub-HD resolutions, the lack of AA with jaggies the size of your fist, the flickering textures, the horrific draw distances, the manic framerates, the texture quality limitations imposed by the pithy memory constraints of the hardware... You're assessing the value of a ship by looking at its barnacles.
Throw out all these issues and trade up for modern hardware standards, it's an entirely different ballgame.
I think I find this more visually appealing than today's photorealistic racers. It's beautiful.
Hopefully never.
Yes please!! But at a high res, and with modern lighting techniques.
the palmtrees and trees are sprites?
It was trying to look realistic. Dew Prism still looks amazing, and a game aping its still will look that much more amazing when they fix all the graphical quirks.
No, that generation was terrible looking. And that's the problem with polygonal art in general. There's no style to it. I actually don't think people will look at any of the 3D generations with artistic nostalgia.
No, that generation was terrible looking. And that's the problem with polygonal art in general. There's no style to it. I actually don't think people will look at any of the 3D generations with artistic nostalgia.
Some of this looks pretty cool, but early 3D games didn't actually look like this, so if you made a game that looked like this it would just be a stylized 3D game -- not a psx/n64 era inspired game.
Some of this looks pretty cool, but early 3D games didn't actually look like this, so if you made a game that looked like this it would just be a stylized 3D game -- not a psx/n64 era inspired game.
N64 games in reality looked more like this:
and running at 15 fps.
despite a couple of good games, it was a *TERRIBLE* era in gaming. best forgotten.
Some of this looks pretty cool, but early 3D games didn't actually look like this, so if you made a game that looked like this it would just be a stylized 3D game -- not a psx/n64 era inspired game.
Low-poly doesn't mean low-res or no z-buffer or no perspective correction or no problematic frame-rates or dithered transparencies or fog. We can both emulate hardware of years past and redo what was built for old machines at an optimal performance level. Today, "low-poly" just means low-poly, and games like Lonely Planet look good as a result of the chosen tech level corresponding to how the game should appear. Drift Stage is still in pre-alpha, and I don't necessarily like the mismatch of transparent smoke effects to pixelated ones, but it exemplifies that narrow margin of stylization found between 2D pixel art and polygonal models with photographed textures meant to look like real-life (even Sonic Adventure fits that bill).
Too many knee-jerk reactions littering this thread, but also a collection of thoughtful opinions favoring this kind of style for some games that could use it. Mega Man Legends, Sonic Jam, and Kirby 64 rather impress me with their economic polygon models and pixel-like use of texturing. There should be a variety of games realizing the vibrant early-'90s pixel art style with 3D engines and polygons. Not that all games need good color theory and simpler ways of conveying visual information, but there's nothing aged about the stuff you might see over at Polycount.