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The Hi-Bit Era ("It looks like a SNES game, but better!")

Sanctuary

Member
I know? I was specifically referring to games in the 8-bit style.

I don't know anything about "we" talking about 8-bit games, only that your reply was following a group of replies that were actually talking about 16-bit games. Your initial comment was this anyway:

I'm glad pixel art is coming back to some degree, but it would be nice if we didn't have all these lame games that look like 8-bit games but with higher resolutions. Those look so bad. SNES/Genesis style or bust.

Especially since the thread is about 16-bit(ish) games anyway, and a game like Shovel Knight wouldn't fit in this thread.
 

Roubjon

Member
At the end of the day, Pixel art has become it's own medium. Some developers may want to use it to replicate older games, but others are interested in it from an artistic perspective. Due to it's low barrier of entry, I think a lot of people write off pixel art in general and it bugs me.

I mean, clearly there is a difference between these two images:

tumblr_oe0nvucqmp1qm873yo5_1280.png


But some people lump them together and it baffles me.
 
This is the kind of pixel art that i hate.

Ignoring the neat lighting effects, this is a low resolution / low definition sprite. Each pixel is much bigger than it should, it's as if they tried to make a character using Commodore 64 resolution.

I prefer a little better definition. I know drawing is hard and maybe indie devs have it easier/cheaper this way. But the hardware/capabilities is there, going with Commodore 64 definition is a waste. I'm not impressed by this kind of purposely low quality sprite work and IMO it doesn't pass as a good "art style" either.

You'd be surprised.

It can be way harder to get a sprite to look good and "read" well while using fewer pixels. Every pixel makes a huge difference to the sprite overall, and placement becomes crucial. Not to mention overall design - does it have a border, is there a defined light source, or would attempting that make the sprite look too busy at that low of a resolution, etc.

I made these for a hobby project that I've since abandoned (3DS SmileBasic game) but it took me a pretty good while to get it looking right. Would've been considerably easier if I had simply drawn it all freehand without having to think about pixel placement.

J4w8Mkm.gif

KE5PCmd.jpg
 
No mention of Rain World or The Last Night? List is invalid

But seriously, I've loved pixel art since I first saw games with that aesthetic a decade ago. It's great to see the varied and evolving pixel artistry going on within the indie scene

Katana Zero
DisgustingWickedDachshund.gif


Megasphere
tumblr_o7oro24TsS1rsfeujo1_1280.gif


Djur
rgyLkA7.gif


Pathway
Q0E9bZRl.png


Path to Die
r7ujtqX.gif


Fabular
S8mKzDT.jpg


TIL that mods can post hardcore porn without repercussions
 
I love you More_Badass for posting repeated truths in pictorial or typographical form only to be met with "But I don't like it so it's terrible and lazy and here's a meme that proves my point"
 

Exis

Member
I love the Sonic game because it looks like what a Saturn Sonic game would be. I really wish more could do that and not the super pixely stuff.
 

RedSwirl

Junior Member
I don't see how this is much different from what pixel graphics indie games have always been doing.

The overwhelming majority of pixel art indie games have never accurately reflected the restrictions of older consoles. Games like Shovel Knight, Oniken, Odallus, and Pier Solar are the only outstanding examples I can think of. The designers of pixel art games have really just always been designing what the hardware and their budgets let them get away with. Maybe one recent change is with SOME games like Shovel Knight, Sonic Mania, and Hyper Light Drifter being designed with actual knowledge of the limitations of old consoles and carefully working up from there, but I would say most games still aren't doing that. Most games are still just doing the pixels they can get away with.

The only thing that really makes the difference with these pixel games is art direction. Having more or fewer pixels on screen isn't going to automatically make your art direction look better.
 

Spectone

Member
You can't actually say 8-bit style as the graphical limitations of 8bit systems varied greatly. Also the artists evolved their styles over the years to do better graphics on those systems.

Compare
Auf_Wiedersehen_Monty.png


With
Last_Ninja_III.png


Both are on the same machine C64 8bit

Or
compare-spectrum.png


With
compare-sms.png


Same game different systems.
 

Galang

Banned
I love this trend, but I find it's either hit or miss visually. When everything meshes well together it's just glorious and unrivaled for me artistically. Hyper Light Drifter is the most beautiful game of the year for me
 

Burt

Member
How is Seiken Densetsu 3 overall?

Really, really good, although it was a couple of nagging issues that become a little more prominent towards the tail end. The 6 protagonist/freeform party structure is probably both its greatest strength and weakness.
 

KiraXD

Member
SD3 is one of my favorites...

But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.

41-psd3d48676e3m.jpg


72-psd3d4405silo.jpg


rs1iflu.png


58-055.gif


10-005.png


24-021.gif


118-133.png


136-152.png


8-004.png
 

Sesuadra

Unconfirmed Member
Not sure, but I wouldnt be surprising if quite a few devs use Sprite Lamp. Here's the dev of The Last Night showing off Sprite Lamp

GLRSxiD.gif
About that Djur gif you posted..when I google it I can't find anything and google sends me to danish pages o_O could you lead the way to a developers pagen ~_~? Thanks!
 

D.Lo

Member
The single line of pixels for legs/arms would have signifiant distortion via RF/composite on a CRT, which is how the vast majority of pixel graphics were viewed in the 80s. Even when better connections were available devs still had to develop knowing most gamers would use composite at best.

I'm into this stuff but the Sword & Sworcery look is passe at this point. It's not 2011 anymore, shave your beard, lazer the tattoos, and give your sprites some girth, hipsters.
 

nelchaar

Member
I've never heard of most of these games before. I wish we had a Hi-bit (love the name!) game OT for us to jump on and see what games in this style are out and on what systems.
 

Morrigan Stark

Arrogant Smirk
I like to compare them to Saturn games. :p Freedom Planet is a Saturn platformer, Cosmic Star Heroine is a Saturn RPG, CrossCode is a Saturn action-RPG, etc. xD

I don't know if these games would actually run on a Saturn, but they're more likely to work on it than on a Genesis or SNES anyway.

Gotta agree with this. I love Metal Slug and Slain GIFs, and a lot of Hi-Bit stuff in general. But character designs in stuff like Superbrothers: Sword & Sworcery EP, and other less savory examples, where characters have ridiculous profiles and skinny little legs one pixel thick? Hideously ugly, lazy, boring tripe. Garbage of the lowest order.
Yeah, I can't stand it either. Hyper Light Drifter is borderline, I do like the environments and how it looked in motion overall but I'm not a fan of the character design.
 

Sojiro

Member
SD3 is one of my favorites...

But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.

Man, off topic, but it fucking KILLS me how disappointing this game was to the previous two gameplay wise, as you say, it "looks" fucking amazing though!
 
I was just thinking about this today. I always wanted 16-bit graphics to stay longer than it did. Back in the day, I get why 3D took over, but to me, 32 and 64 bit graphics do not hold up. I would love to see something like the DK games beefed up.
 

uberluigi

Banned
Just saw the trailer for Megasphere and holy shit that looks amazing!! Nintendo needs to make a Metroid game in this style!
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
This is bizarre. It's like fetishizing 3D games without any AA. Give me something like Rayman Origins, thanks.
 

Haunted

Member
Seeing how well good pixel art can hold up in 2016 is immensely satisfying.


I didn't know The Last Night went 2D/3D hybrid, it looks really impressive.
 

SriK

Member
SD3 is one of my favorites...

But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.

...

72-psd3d4405silo.jpg


...

That looks absolutely incredible. I had no clue that this series continued past the SNES, so I really have to play this at some point. SD3 is already one of the prettiest 2D games ever made (as seen earlier in this thread, even when upscaled), and I'm really glad they pushed it even further!

Count me as one of the people who doesn't like how a lot of the games in this thread look. The Last Night is an exception, though. Somehow, the modern smooth lighting effects really mesh well there, and all the background details and animations are great. I really hope that "2.5D" GIF isn't real however, it looks very bizarre (check out that helicopter rotating in billboard-style!) The Slain 2 GIF looks good also.
 

deleted

Member
I love threads like this. I wouldn't mind one of the big guys taking on a new AA 2D game. Seems like the Ubi-Art games died down by now, even if they are not pixel art.

Now I have to look for some of these release dates. I've seen quite a lot The Last Night gifs by now, but I've no idea when that will come out.
 

trugs26

Member
God this one is so good.

I'm curious to know how the lighting is done for 2D pixel games, cause I have no idea. Any good reading material?

I'd imagine that they make a normal map for the sprite, and maybe given a few sample sprites with different lighting directions they could figure out the interpolated pixel value based on the light and normal direction.
 

cireza

Member
I personally don't like much most of the current output in terms of pixel-art in video games. In fact, it is in no way close to what we had on 8/16/32 bits consoles.

Games that uses the same style as Hyper Light Drifter : microscopic pixel-art graphics. Everything is too tiny for me, and it does not look like what I liked in the past.

I believe that making games similar to Genesis/SNES games requires some advanced skills that is not so common nowadays. Making big ass sprites, with perfect animations and a lot of colors requires a lot of talent and time. Being able to make 1 or 2 beautiful sprites is a thing. Making hundreds of them for the sake of animation is something else.

One game that achieved the right style graphically is Shovel Knight : it really does look like a NES game, but enhanced. But this is still 8 bit graphics. Going for MegaDrive/SNES is where it gets complicated.

There was an example that flew by in the topic of TMNT, trying to prove that it does not look as good as recent games. Well, I will have to disagree on this. TMNT, and most of Konami's 16 bit pixel-art, still looks ridiculously good today.

Also, 240p is an absolute limit for me. If you go beyond that, you will not be able to reproduce the style that we loved before. So 640x360 as OP said will not give appropriate results for me.

Well of course, that's the point of view of a guy who loves 240p pixel-art from the 8/16/32 bits era. If you love pixel-art in general, I can understand that those recent games look amazing to you.

Very happy to see Sega going the 240p pixel-art way with Sonic Mania.
 
This is the kind of pixel art that i hate.

Ignoring the neat lighting effects, this is a low resolution / low definition sprite. Each pixel is much bigger than it should, it's as if they tried to make a character using Commodore 64 resolution.

I know what you mean... whenever i see that style of pixel art on characters, it reminds me of Atari Lynx visuals.
Obviously the newer game uses more shades, but the impression it leaves is similar to something like this:

QuiI5Qd.png
 

dogen

Member
But the whole point of embracing a pixel art style in 2016 is to embrace simplicity.

What do you mean by that? Is there something wrong with making complex pixel art in 2016?

This is bizarre. It's like fetishizing 3D games without any AA. Give me something like Rayman Origins, thanks.

People have different preferences. I don't like how modern 2D games like rayman have significantly less texture to their graphics. The fact that they're not drawn at the pixel level is what causes this. It takes way more time to make, but I think it's worth it.
 

120v

Member
way i see it there's two types of "pixel" games. one is where you have a few guys on gamemaker and they don't have the time or resources to do anything else, and that's fine. the other are those that outright try to emulate the nes/snes era.... and the latter feels a little off to me. maybe it's the resolution or presentation in general, but outside of a few games like shovel knight not many games seem to nail it down right
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
What do you mean by that? Is there something wrong with making complex pixel art in 2016?

With today's high resolution, 2D spritework can just look like hand-drawn art. Think Vanillaware. It's still "pixel art" in that it's made up of a bitmap image... it's just too high resolution to read as pixel art.

But if I'm specifically making artwork where I intend for the player to see fat pixels, that's me saying "I'm embracing simplicity" or "I'm embracing low resolution". People who make pixel art nowadays want to you see that it's simple and abstracted from a realistic look. It's a design aim to have it be simple.

If they wanted complexity... they could just make it look like a moving painting.
 

dogen

Member
With today's high resolution, 2D spritework can just look like hand-drawn art. Think Vanillaware. It's still "pixel art" in that it's made up of a bitmap image... it's just too high resolution to read as pixel art.

But if I'm specifically making artwork where I intend for the player to see fat pixels, that's me saying "I'm embracing simplicity". People who make pixel art nowadays want to you see that it's abstracted from a realistic look.

If they wanted complexity... they could just make it look like a moving painting.

You can still make complex pixel art at low resolutions.

If someone spent years making a game look like metal slug at some 300x200 ish resolution, I don't think you would say they were going for simplicity.
 

Firebrand

Member
I'm a bit of a purist when it comes to pixel art. I can appreciate things that looks reasonably like it'd be on authentic hardware, even if imaginary one, or if the hardware had kept advancing within a generation like Shovel Knight.

I really loathe stuff that's just "pixelly" with different pixel sizes, pixels not aligning to the main axes (aliased rotozoom etc), truecolor lighting effects etc. Of course there's nothing inherently wrong with it, but it looks jarring to me.
 

D.Lo

Member
Kind of hard to compare an indie effort to a AAA title from one of the largest developers of the era.
Actually yeah this is possibly the main issue.

One reason they look like C64 games is because of the euro-centric development environments of that platform. Back then western development on home computer formats was often amateur bedroom coder stuff. The games sold for cheap so this was viable.

This is compared to the big business professional Japanese studios making Famicom/SNES/Arcade games. Where they had dedicated artists, dedicated musicians, dedicated producers, dedicated testers etc. even mid-period NES games have quite large teams credits. Arcade games had the A teams and they were even more professional.

So even with the much better tools and hardware available today, we should probably be looking to compare the games to your average C64/Amiga/Spectrum games, not million dollar 90s productions like Legend of Mana, or say Sega's arcade efforts.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
You can still make complex pixel art at low resolutions.

If someone spent years making a game look like metal slug at some 300x200 ish resolution, I don't think you would say they were going for simplicity.

You could, but I'm describing the technical forces that mean people generally aren't.

If you're making pixel art you tend to be consciously embracing retro simplicity. If you're making beautiful complex 2D animation you tend to be embracing high resolution artwork. Rare is the exception.

I'm sure a passion project could come along to suit this specific desire for complex + detailed pixel art games. But as I've said, it doesn't describe the motivation of the typical indie who has tended to embrace the pixel art style in recent years, where the whole point is in adopting a "less is more" aesthetic.
 

dogen

Member
You could, but I'm describing the technical forces that mean people generally aren't.

If you're making pixel art you tend to be consciously embracing retro simplicity. If you're making beautiful complex 2D animation you tend to be embracing high resolution artwork. Rare is the exception.

I'm sure a passion project could come along to suit this specific desire for complex + detailed pixel art games. But as I've said, it doesn't describe the motivation of the typical indie who has tended to embrace the pixel art style in recent years, where the whole point is in adopting a "less is more" aesthetic.

I think it's mostly because they don't have the skills, or time and money. I think most 2D indie devs would love to make games at the same level visually as secret of mana or metal slug.
 

Blobbers

Member
Why do 99% if the games ITT have the same shitty blocky aesthetic, and yet something like Spelunky which was made by 2 people is one of the best looking games of last gen?

1397248909_3.jpg

maxresdefault.jpg


The original Spelunky was also blocky, but at least it had a visual identity, it was also freeware and released in 2008 by one guy.

latest
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
I think it's mostly because they don't have the skills, or time and money. I think most 2D indie devs would love to make games that were at the same level visually as secret of mana or metal slug.

Sure, that's probably true. But that's what makes them indie.

As a few posts above have said, the greatest pixel art of the retro era was basically AAA development. The same people that made Secret of Mana would be today plugging away on some 1080p Unreal Engine 4 game. Big development isn't plugging away at the world's best pixelart any more because it isn't the technical ceiling.
 

saturnine

Member
One thing I really dislike about some of these "Hi-Bit" games is how tiny the sprites are. I don't know if my eyes are shit or what, but with games like Hyper Light Drifter or Titan Souls, I have a hell of a time accurately reading what's happening on screen.
 
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