It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I'd rather have well-done 2d art that ages gracefully than early 3D which does NOT age well. Some games I cannot play due to so many jagged polygons and what I call Edward Hamhands Syndrome (where, due to the various limitations of the time, a lot of characters had hands that looked like hams).

About limitations and art style: the limitation(s) that were present in the late 80s and early-to-mid 90s are still there but they have changed forms. Now, instead of hardware and software we have financial limitations. In order to see this for yourself, ask an artist their going rates for whatever art style you are going for and you'll be floored.

Another point concerning art style is that it should actually fit the game. For example, take a look at Hotline Miami and I mean a good, hard look. The game is basically the anatomy of a psychological breakdown. For something as brutal as Hotline, you will need to have an art style that is sleazy, rough, and maybe ugly at times in order to leave a lasting impression on the player and maybe have them examine the game a bit further than "lol grafix suxxors!"
avatar
JudasIscariot: I'd rather have well-done 2d art that ages gracefully than early 3D which does NOT age well. Some games I cannot play due to so many jagged polygons and what I call Edward Hamhands Syndrome (where, due to the various limitations of the time, a lot of characters had hands that looked like hams).
avatar
SimonG: Yeah, good thing that time is gone.
avatar
Snickersnack: None of which were produced by indies.
avatar
SimonG: But some of the studios back then were smaller than many "indies" companies nowadays.
Yes, but they had a publisher who was paying money and the publisher in most, if not all, cases was Nintendo itself. IIRC, any game you bought at the time, excluding the Tengen games with the black NES cartridges, was either published or developed by Nintendo themselves. Also, there was no place for indies during those days as evidenced by the [url=http://www.google.com/imgres?imgurl=http://cache.gawkerassets.com/assets/images/9/2010/12/sealo.jpg&imgrefurl=http://www.kotaku.com.au/2010/12/do-you-merit-a-nintendo-seal-of-quality/&h=600&w=800&sz=71&tbnid=L__WRNAgvk6W1M:&tbnh=93&tbnw=124&zoom=1&usg=__fWlY9ewm_eG22a8yrI-vvKYQ6zI=&docid=S4SCv7FJc50K7M&sa=X&ei=WQ6NUJXGGpCZhQfs9IGwDw&ved=0CDAQ9QEwAg&dur=207]Nintendo Seal of Quality[/url].
avatar
JudasIscariot: Yes, but they had a publisher who was paying money and the publisher in most, if not all, cases was Nintendo itself. IIRC, any game you bought at the time, excluding the Tengen games with the black NES cartridges, was either published or developed by Nintendo themselves. Also, there was no place for indies during those days as evidenced by the [url=http://www.google.com/imgres?imgurl=http://cache.gawkerassets.com/assets/images/9/2010/12/sealo.jpg&imgrefurl=http://www.kotaku.com.au/2010/12/do-you-merit-a-nintendo-seal-of-quality/&h=600&w=800&sz=71&tbnid=L__WRNAgvk6W1M:&tbnh=93&tbnw=124&zoom=1&usg=__fWlY9ewm_eG22a8yrI-vvKYQ6zI=&docid=S4SCv7FJc50K7M&sa=X&ei=WQ6NUJXGGpCZhQfs9IGwDw&ved=0CDAQ9QEwAg&dur=207]Nintendo Seal of Quality[/url].
avatar
hedwards: That's true, the seal of quality was specifically created to deal with the problem of low quality independent games flooding the market and ultimately burying the higher quality releases of the time.
Which is exactly what happened with the Great Console Crash of 1983 when you supposedly had landfills overflowing with E.T. games for one of the Atari consoles. I think that crash is what led Nintendo to create their quite stringent certification process in the first place :D
avatar
azah_lemur: That's the point I wanted to make.

I didn't mean bad as in technically unimpressive. You can have the best technology and still make something really unappealing. Same with old technology or mock-old technology as we have today.
I don't get people accusing games of bad presentation only on grounds of the technology used, when often the game itself is beautiful.

In this regard, VVVVVV looks really good for the style it tries to emulate. I've seen To The Moon and it's beautiful. Even awkward things as Super Amazing Wagon Adventure look really good for atari-style. ;)

Hotline Miami might not be a good example, because the style may be intentional, and I admit I didn't play the game. However, From what I see there are sprites that seem to be mouse-drawn in MS Paint. And that doesn't work too well for my need for eye-candy. ;p

Other example I actually played recently and mentioned before is MacGuffin's Curse. I completely take into account that small developers may lack the talent in the aesthetic department, but...if you actually try to sell something to someone...make sure it's presentable. And the presentation of this game is lazy. In my opinion at least.
Forgive me for being a sales drone here but the appeal of Hotline Miami is not just in the graphics. The way the soundtrack oozes from your speakers/headphones while you're busy eliminating hostiles and the way colors change over time to reflect the ambience of the game..it's hard to describe it. The graphics are a small portion of Hotline Miami and, hence, you have to play it to believe it :D
avatar
JudasIscariot: Forgive me for being a sales drone here but the appeal of Hotline Miami is not just in the graphics. The way the soundtrack oozes from your speakers/headphones while you're busy eliminating hostiles and the way colors change over time to reflect the ambience of the game..it's hard to describe it. The graphics are a small portion of Hotline Miami and, hence, you have to play it to believe it :D
avatar
orcishgamer: Will you please stop? Assassin's Creed 3 is in tonight and I'm still working my through the games I purchased in September!
Me? Stop? Never :D