Posted February 19, 2016
What your guys' opinions on the wave of pixellated indie titles of the last few years. There has been a ton of them. Let's ignore all other facets of these games and just discuss the visual side of them. What is the reasoning behind them, in generalizations and individual cases? What are the successes and failures, as in in which games does it work and which games does it come off as hokey or just flops?
I've been thinking about this topic for years and years, but have never discussed it with anybody before. I don't recal the first time I saw one of these games, but I think The Binding of Isaac was the first one that I played, and I loved it and thought the art style really worked. The gameplay was totally throw-back to the SNES days, so the graphics fit it perfectly.
There is one huge thing about games like this that really pisses me off and ruins these types of games for me. The implementation of modern shader and particle effects into them. I am a purist in almost every way that description can be used in the gaming-(sub?)culture. If you make a game that is supposed to harken back to a particular age in gaming that you go so far as to shirk the graphical norms of the modern day, please go all the way. That means impose other artificial limits beyond resolution, such as color palettes and even video memory. Another thing that bugs me is something fierce is when these games utilize different sized pixels for different things, such as text with larger pixels than the characters, or vice versa. Sometimes, the sprites utilize larger pixels than than the resolution, so when they move they are not moving on a 1:1 basis with the resolution that you'd expect based on the pixel size of the sprites, but moving as if they are in a much higher resolution. The same is true of effects in some of these games, where there are smooth high resolution effects operating on top of large pixel sprites.
This utter lack of consistency does not pay respects to the old games and hardware, but instead comes off as gimmicky, amateurish, a lack of purpose and understanding, and a style above reason mentality behind them, as if the style was a choice simply because others are doing something similar, because it is hip. Pier Solar is an example of doing retro right, as they even developed it to play on original hardware. I'd like to see more games that go that far as to create ports that will run using the limitations of old hardware. It doesn't have to be an old console, but if you make a retro style game that can run on an old x86 platform with just VGA hardware, that'd really be doing retro right, while paying respectful homage to the games and developers of old.
I understand wanting a game to run on modern hardware in widescreen can cause problems with also creating something that will run on original hardware as well without porting, and porting might not be something a dev may be prepared to do so I won't hold that against these games, but realizing the limitations of classic hardware and working within these limitations to create something amazing should be the primary goal when going retro, otherwise it is unauthentic.
And for god-sakes, be consistent. If you want your game to look 16 bit with sprites that are designed for a resolution with 240 pixels vertically, make sure everything matches that virtual resolution, the effects, the text, the background, etc. It also doesn't hurt to have the audio be authentic as well, like being 16-bit waveform at 32 kHz with a maximum of 8 channels so it sounds like it came out of an old DSP. Even make it a proper SPC or MOD file, or run a custom MIDI synthesizer while using only 64 KB for the instrument samples.
Does anybody else have similar purist views? How about completely opposite ones, where you like the combination of old sprites with new effects and differing pixel sizes and massive color palettes?
I've been thinking about this topic for years and years, but have never discussed it with anybody before. I don't recal the first time I saw one of these games, but I think The Binding of Isaac was the first one that I played, and I loved it and thought the art style really worked. The gameplay was totally throw-back to the SNES days, so the graphics fit it perfectly.
There is one huge thing about games like this that really pisses me off and ruins these types of games for me. The implementation of modern shader and particle effects into them. I am a purist in almost every way that description can be used in the gaming-(sub?)culture. If you make a game that is supposed to harken back to a particular age in gaming that you go so far as to shirk the graphical norms of the modern day, please go all the way. That means impose other artificial limits beyond resolution, such as color palettes and even video memory. Another thing that bugs me is something fierce is when these games utilize different sized pixels for different things, such as text with larger pixels than the characters, or vice versa. Sometimes, the sprites utilize larger pixels than than the resolution, so when they move they are not moving on a 1:1 basis with the resolution that you'd expect based on the pixel size of the sprites, but moving as if they are in a much higher resolution. The same is true of effects in some of these games, where there are smooth high resolution effects operating on top of large pixel sprites.
This utter lack of consistency does not pay respects to the old games and hardware, but instead comes off as gimmicky, amateurish, a lack of purpose and understanding, and a style above reason mentality behind them, as if the style was a choice simply because others are doing something similar, because it is hip. Pier Solar is an example of doing retro right, as they even developed it to play on original hardware. I'd like to see more games that go that far as to create ports that will run using the limitations of old hardware. It doesn't have to be an old console, but if you make a retro style game that can run on an old x86 platform with just VGA hardware, that'd really be doing retro right, while paying respectful homage to the games and developers of old.
I understand wanting a game to run on modern hardware in widescreen can cause problems with also creating something that will run on original hardware as well without porting, and porting might not be something a dev may be prepared to do so I won't hold that against these games, but realizing the limitations of classic hardware and working within these limitations to create something amazing should be the primary goal when going retro, otherwise it is unauthentic.
And for god-sakes, be consistent. If you want your game to look 16 bit with sprites that are designed for a resolution with 240 pixels vertically, make sure everything matches that virtual resolution, the effects, the text, the background, etc. It also doesn't hurt to have the audio be authentic as well, like being 16-bit waveform at 32 kHz with a maximum of 8 channels so it sounds like it came out of an old DSP. Even make it a proper SPC or MOD file, or run a custom MIDI synthesizer while using only 64 KB for the instrument samples.
Does anybody else have similar purist views? How about completely opposite ones, where you like the combination of old sprites with new effects and differing pixel sizes and massive color palettes?