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Timeless

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Thread replies: 58
Thread images: 15

Would you consider Sprite based games timeless?

Compared to early polyginal games?
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>>3886480
Define "timeless"
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>>3886480
Yes. If it's done well like on some SNES games, on the Saturn or Playstation 1 or on GBA then chances are likely they hold up better for those who didn't live through the past decades. I still like the look of some early polygonal games like Starfox, Mario 64 or Crash Bandicoot because it gives them a distinct look that feels weird at first but after a while it makes them stand out positively.

So yes, it depends on what you mean with timeless. If it is "more approachable to later generations" then my answer is yes.
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Because art direction usually has much greater importance for sprite based games. A good art direction is independant from technological limitations.

For 3D, the standard in most people's mind is usually "realism" over the rest. So the limits of the technology matters more.

This is the reason why, for instance, people claim the "chibi" models from FF7 have aged terribly, because they look at it through the spectrum of "realism" while completely disregarding the fact that "chibi" was an art direction choice to begin with, in the same way that earlier FF tittles had different sprites for their characters in combat and outside combat, and that if they could have some models in combats, I don't see why they couldn't in the world map if they wanted to.

My point is, when it comes to 3D people only care about the technical aspect. Just look at pro VG reviews and they way they're literaly going to count the number of polygons on the screen to judge if "good graphics".
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>>3886490
>I'll never fly into O'Hare on my 286 again

Damn you.
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>>3886510
You can still go back.
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Depends on the quality of the sprite work. There's some horrific sprites out there and HD emulation hasn't done it any favors...
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>>3886508
There's plenty of low poly models that aren't even near "realistic" and have aged well. If anything, stylized retro 3D models will age better than anything attempting to be realistic with that tech...

This is prerendered, but the style is aesthetic as fuck in my opinion despite not being at all realistic.

FF7 models are just bad. Chibi would be more like the style of the FF3 remakes for Nintendo DS. FF7 models were just lazy even by PS1 standards...
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>>3886480
>me as a kid
>witnessing my friends go nuts over shitty early 3D PS games while dismissing years gorgeous 16bit pixel art overnight

Felt like entering the bizarro dimension.
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>>3886480
I'd say some early polygonal games that don't go for realism are about as 'timeless'. Banjo-Kazooie, Metal Gear Solid, Quake 2 still look good nowadays, especially in HD.
I'd say more or less 1997-2000 era low-poly games still look good, though that kinda depends if devs aimed for realistic aesthetic (generally, less realistic the artstyle, the better it holds up - Ocarina still looks good, while Goldeneye 007 looks like a turd).
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>>3886480
Nes games gave become iconic. The bright simple sprites are what the public at large thinks retro is.
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I think low-poly 3D looks fine as long as it's not going for realism and isn't being rendered on an actual PS1
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>>3886480
A game is timeless not based on its look but its gameplay. Games of the 5th generation are as timeless as those from any other generation.
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Yes I would. That's why I hate the N64 and early 3d games. They give my eyes cancer. Old sprite games still look charming. Look at all those indy games trying to emulate this look. OH LOOK PIXEL ART. You never see
>HEY LOOK ITS SHITTY 3d! SO RETRO!
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>>3886626
yep
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>>3886660
Check out "Back in 1995", low poly is the new SO RETRO
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>>3886660
>>3886709
People like you shouldn't be browsing /vr/
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>>3886621
>he doesnt like the ff7 models
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>>3886738
People who get so easily triggered shouldn't be on 4chan.
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Is metroid prime good
>fps where you dont gotta aim
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>>3886629
>Ocarina still looks good
Should we tell him?
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>>3886480
pixel art is timeless.

low res 2d sprites are shit
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>>3886480
Yes. Kind of. They're timeless to people who appreciate the artistry of sprites, but most normies get triggered when they see pixels, which is why shit like emulator filters exist.

I love all sprite work, since games in the sprite era were far more gameplay-focused, so sprites were really just a means to an end, a mechanical necessity. The fact that they looked good was just a bonus. Meanwhile, polygonal games started to become more about story and achieving a cinematic look, which automatically draws more artistic criticism.

Personally, I find something to appreciate in most polygons as well as sprites. Unless the polygons are actually bad, even for their time, but stuff like FFVII still has a lot of charm.
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>>3886508
>in the same way that earlier FF tittles had different sprites for their characters in combat and outside combat
But... they didn't.
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>>3886660
>Look at all those indy games trying to emulate this look.
Which is funny because they aren't even emulating proper sprite games. They're doing this shitty sub-retro that never existed that looks sort of like a resolutions lower than Atari in high res.
That being said they're doing it not because it's a great style but because it's easier than actually doing proper HD spritework and less complex than doing proper 3D (albeit more tedious).
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>>3887041
>Which is funny because they aren't even emulating proper sprite games.

They're not trying.

> They're doing this shitty sub-retro that never existed that looks sort of like a resolutions lower than Atari in high res.

It's your choice to not like that.
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>>3886842
Yes they did
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The thing about SPRITES is that they are art. Like, literal painting/drawing/colors on a background.

Polygonal models are not always art. They're shapes bent and pushed awkwardly together to be animated together, not pieces of art.

Often times, this comes with incredibly low polygon models and badly stretched low resolution textures on top of them. This is what ruins polygonal graphics.
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>>3886842
>>3887059
They almost all did.
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>>3886480
If the sprites look good enough and the art direction is solid, yes.
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>>3887060
>art opinion
>literally the stupidest, bar none, in the entire thread
Why does it always have to be like this? We even invented food analogies just to stop that.
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>>3887060
>art
>>>reddit
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>>3887060
Bad Polygonal models are just bad digital sculptures.
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>>3886842
But... they did... and... you need to play the fucking games... before posting about them...
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>>3886480

The Sentinel (1986) various European computer formats
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>>3888552
Zarch (1987) Acorn Archimedies
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>>3887060
no part of video games are art you fucking redditor.
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>>3888554
Carrier Command (1988) ST/Amiga/Spectrum 128k
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>>3888565
Starglider 2 (1988) ST/Amiga
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>>3888568
Interphase (1988) ST/Amiga
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>>3888570
Oops, pic for Interphase
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>>3888568
Stunt Car Racer (1989) ST/Amiga
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>>3888574
Damocles (1990) ST/Amiga
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>>3888558
What is your basis for this? Art is integral to most video game design.
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>>3888552
>>3888554
>>3888565
Really interesting, I think they do look good when they adopt a more abstract path.
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>>3887041
Plenty of games have good pixel art these days. And yes people are in fact beginning to make low poly games. They don't truly emulate PSX graphics though because PSX graphics sacked.
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>>3888672
Hes a sperg who wants to have wasted his life on something entirely pointless.
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>>3888990
Sounds like a case of projection. It's OK anon, you can still enjoy your hobbies the way you do.

>>3888672
Name me one /vr/-related game where art was "integral" to the design instead of budget and marketing and is still more or less known.
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>>3889228
Snatcher.
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>>3887060
Putting aside the word art, I think the key thing here is the difference between an image created by hand to appear one exact way, and computer-calculated distortion to procedurally generate images out of base data.
The former feels human; the latter feels mechanical.

This applies not just to polygons but also to things like mode 7 on the SNES, sprite scaling, and the morphing/distortion effects common in modern 2D games.
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>>3888552
This game is very unsettling even though it has no horror elements.
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the early polygonal games are classic. its like a 3d atari which i love.
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>>3886791
>fps where you dont gotta aim
Doom?
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>>3891913
The Sentinel is a very tense, unique game. Abstract hide and seek horror...
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>>3889228
>Name me one /vr/-related game where art was "integral" to the design instead of budget and marketing and is still more or less known.

Petty much every RPG, especially ones with prerenders
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>>3891734
You sound like you have mental problems desu
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>>3886480
Excuse you.
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>>3886629
MGS is attempting realism though, it just happens that it was done very well. The only thing that makes the game so fucking ugly are compressed to shit textures.
Thread posts: 58
Thread images: 15


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