Effigenius
Member
You see RPGs try to emulate the ps1 style, but nobody should emulate the n64 style. It's more expensive and uglier than just going SNES.
It's odd to me that you lump FEZ in there. Not only is it a beautiful game but it's not "primitive" pixel art at all. The whole thing is fully 3D.Sure, for the most part the 3D of this era aged badly, but as has been repeated in the thread, that doesn't mean a retro game using this style would have to emulate every single technical limitation of the time. Just like pixel art retro games don't necessarily have a super limited colour palette or flickering sprites and so on.
And personally, I find this
to look a million times better than, say, this (but I'm probably in the minority):
I really have no idea how hard those types of graphics would be to create for indie devs, however. I know the super primitive pixel art is often done for budget reasons, but then again it's also done on purpose, for stylistic reasons as well, so it's not all there is to it.
LOL
The DS can do perspective correct texture mapping, though. The PSX wasted triangles on subdividing surfaces in order to minimize texture warping. So, yeah, you could have a relatively high number of triangles (for the time) in a scene on PSX but they were ultimately being wasted in an attempt to fight against other limitations.I was told by someone into developing (and someone working on some very relevant game hack gaf wants) that the DS has a lower polycount than PS1. Never bothered to check though.
What envokes the N64/PS1 era for me is not hi-resolution, nicely shaded 60 FPS games like these:
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I love these, I want games to get away from the realistic look - but these games are simply not retro to me.
We're taking the music on Drift Stage pretty seriously:
http://youtu.be/794NSkRWQJ0
https://soundcloud.com/myroneofficial
Next to reducing flicker via interlacing, there is something more to... Other the other hand I am so, so glad that we finally ditched CRTs with the ugly interlacing and scan lines. Why some people emulate those artifacts is beyond me.![]()
Interesting thing to note is that those TF2 models have little under 500 tris while MGS1's Solid Snake had 690 tris. Now I'm not really bashing on the Solid Snake model, it's pretty nice apart from the awkward square arms and legs but just looking at the TF2 models you can see better polygon distribution and can get an idea of how today people can make better, more optimized and artistically tighter PS1 era graphics. Not to mention advances in animation, lighting, HDR and shader effects etc.
Evolve is perhaps a strong word. I don't see why 8-bit style graphics have to vanish in its entire. But I certainly believe the retro 3D aesthetic should be explored more.
It can certainly capture a lot of charm, in my opinion (Click these to view in 3D):
I understand that tastes differ per individual. But I can't help but feel a little disappointed at how dismissive people are at a style that's still very open for exploration.
I came here with the mindset of a naysayer but after seeing that clip of Drift Stage (which I've never seen before) and these images, I'm fucking sold.Evolve is perhaps a strong word. I don't see why 8-bit style graphics have to vanish in its entire. But I certainly believe the retro 3D aesthetic should be explored more.
It can certainly capture a lot of charm, in my opinion (Click these to view in 3D):
I understand that tastes differ per individual. But I can't help but feel a little disappointed at how dismissive people are at a style that's still very open for exploration.
This. This is what I like. I like this a lot.Evolve is perhaps a strong word. I don't see why 8-bit style graphics have to vanish in its entire. But I certainly believe the retro 3D aesthetic should be explored more.
It can certainly capture a lot of charm, in my opinion (Click these to view in 3D):
I understand that tastes differ per individual. But I can't help but feel a little disappointed at how dismissive people are at a style that's still very open for exploration.
Sure, for the most part the 3D of this era aged badly, but as has been repeated in the thread, that doesn't mean a retro game using this style would have to emulate every single technical limitation of the time. Just like pixel art retro games don't necessarily have a super limited colour palette or flickering sprites and so on.
And personally, I find this
to look a million times better than, say, this (but I'm probably in the minority):
I really have no idea how hard those types of graphics would be to create for indie devs, however. I know the super primitive pixel art is often done for budget reasons, but then again it's also done on purpose, for stylistic reasons as well, so it's not all there is to it.
LOL