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Deleted member 36578

Dec 21, 2017
26,561
Beauty is certainly in the eye of the beholder. I find early 3d polygons to be very ugly, and early ps one / n64 / Saturn games don't hold up. Pixel art on the other hand, still stands the test of time.
 

mindsale

Member
Oct 29, 2017
5,911
I'd love a game that looked like Vagrant Story or Chrono Cross from an indie dev. I miss those little pantomimes that you had to figure out what the characters were doing.
 

Mooksoup

Member
Oct 27, 2017
225
Australia
It's funny people are so hostile to this style. I think it's so pretty and interesting and not over done to death like pixel art.

I like the whole wonky thing, warping textures, gritty low rez textures and flickering.

Some people like styles that you think are ugly. It's subjective. It's ok.
Of course nostalgia plays a part, but not any more here than in the attraction to pixel / snes art.
 

Nikus

Avenger
Oct 25, 2017
10,372
N8rd60e.gif
 

Captain of Outer Space

Come Sale Away With Me
Member
Oct 28, 2017
11,357
I loved the look of the era and indies have and can make great looking stuff that is evocative of that low-poly style without the tech holding it back (texture warping, fog, etc). I think it's just a matter of time and the various engines making it easier to pull it off.
 

Chun

Member
Jan 9, 2018
224
Having grown up with PS1/N64 I get really nostalgic for that visual aesthetic. Sure, doesn't hold up like pixel art, but they have a charm to them. It might be a difference in age/what you played when, but going back to Mega Man Legends, Spyro, DK64 and Banjo gives me tons of good vibes.
 

Wiggles

Member
Oct 28, 2017
492
As people have already mentioned, I think retaining the general limitations of lower polygon count and lower resolution unfiltered textures but enhancing the visuals with something closer to a "beefed up" PS1 is what most people are talking about here and would like to see more of.
Which is basically something like NDS level graphics rendered in a much higher resolution (shamelessly posting Krammy's wonderful gifs):

The Wizard of Oz: Beyond the Yellow Brick Road
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Solatorobo: Red the Hunter


Phantasy Star 0
kMfjfVe.gif


Golden Sun: Dark Dawn
f5KbygA.gif


Nanostray 2


Avalon Code

This combined with a CRT filter in Retroarch could be really interesting to see. Might give it a shot.
 

BernardoOne

Banned
Oct 25, 2017
10,289
FF 4 Heroes of Light is still my favorite FF game both in gameplay and visuals.

https://www./proxy.php?image=https%3A%2F%2Fi.imgur.com%2FJxxnDpp.gif&hash=314d97252c45638e5f82826d40894001
https://www./proxy.php?image=https%3A%2F%2Fi.imgur.com%2FH5Sf098.gif&hash=6f6c2fd70a23b9ab1a8184e9a41bc074
https://www./proxy.php?image=https%3A%2F%2Fi.imgur.com%2FFfsfT2q.gif&hash=1102499abb23feb60d9fb993669060ae
https://www./proxy.php?image=https%3A%2F%2Fi.imgur.com%2FTz2KMWS.gif&hash=0f850c45191e4801c7eb66fc309b1677
 

pulga

Banned for alt account
Banned
Oct 26, 2017
2,391
Because it looked like shit back then and would look even worse now. Pixel art has charm to it, low-poly models are just plain garbo.
 

ajszenk

Member
Dec 6, 2017
1,212
It seems the common consensus is that pixel art is awesome and low poly aged really poorly. Makes sense not a ton of devs go that route.

I agree with the general consensus, but in certain situations low poly works (SuperHot comes to mind).
 

Speevy

Member
Oct 26, 2017
19,357
My guess is that people were so eager to get done with that generation due to the hardware limitations that developers just don't consider it.
 

Aters

Banned
Oct 26, 2017
7,948
When it's good it's good. But when it's not good it's trash. Very hard to get it right.
 

Dogui

Member
Oct 28, 2017
8,814
Brazil
I think would be fun if devs made more low poly 3D games.

I don't think they should necessarily emulate PS1/64 aesthetics, the same way 2D pixel art doesn't need to be retro 8/16 bits.

People have this notion that indie devs resolve around nostalgia and retro stuff, which is far from being true.
 

ghibli99

Member
Oct 27, 2017
17,837
I'd be down if they captured the look, but didn't necessarily adhere to all the limitations of the hardware... kind of like how Shovel Knight is somewhere between 8-bit and 16-bit. There were a lot of beautiful PS1-era 3D games, but I think the argument might be that if you're going to do stuff in 3D, might as well make it look as nice as possible with modern tools. Doing high-quality 2D takes a lot of time and effort if you are creating a lot of animation frames, so I think that's why when it comes to 2D games, there is a tendency to go with 8-bit or 16-bit stylings without pushing into Neo-Geo or SF3 territory. Then I look at DBFZ and think that approach might be the answer to bridging the gap in the 2D (or 2.5D) space.
 

Mr_Antimatter

Member
Oct 28, 2017
2,571
I think the issue is people pair low poly with low Rez, unfiltered textures like in the old days.

Instead, I think low poly with more moder. Sized textures and non realistic rendering like cell shading or the line could be fun. Sort of like late ps1 games running on a ps2 with texture filtering turned on. Build around the style, like Minecraft did, with a high Rez texture pack installed.

Or heck,look what interstate 76 did back in the day. They made the low poly visuals work by making it almost feel like part of the wold setting. Though it would be cool to see that game with a modern facelift.
 

Keldroc

Member
Oct 27, 2017
11,988
Having gone back and played several PS1 3D games recently, none of them look good, most of them are like ink blot tests now. It's a technological limitation, not an aesthetic choice or art style. Doesn't surprise me that not many indie devs are going for "intentionally eye-bleedingly ugly" as a selling point.
 

Deleted member 224

Oct 25, 2017
5,629
SNES sprite art still looks good today. PS1 low-poly doesn't. Plus emulating it means forcing shimmering textures and dancing vertices which really adds to the annoyance of it.

And lastly, the main reason indie devs use pixel art is because it's fast and cheap to make. These are 1-3 man teams usually. Low poly art, including rigging, texturing, lighting, etc. is all way more time-consuming.
This is it. The snes was top of the line 2D sprite work. Take that, push it to native 1080p, and you'll have a great looking game. Ps1/N64 was early 3D vs. late 2D for snes. It simply doesn't look as good.
 

The Silver

Member
Oct 28, 2017
10,730
real talk I love the PS1 aesthetic for horror games, always managed to create great atmosphere, of course a lot of that was also helped by the camera angles that have gone out of style.
 

MisterHero

Member
Oct 25, 2017
6,934
They never went away with portables, even now with mobile. It just isn't used as much for nostalgia reasons.
 

MattWilsonCSS

Banned
Oct 25, 2017
1,349
It would all come down to art direction and aesthetic. There's games like Diaries of a Spaceport Janitor that manages to modernize that look in a cool way, but it could easily teeter the other way into "Indiegala bundle" quality.
 
Oct 27, 2017
645
I don't even think retro 2D games are going 100% for a SNES look. They want to remind you of the era, but they also have obvious tech advantages. Something like axiom Verge or rogue legacy may looks SNESish but those gfx are doing waaaaaay more than 10 SNES put together could ever handle.
 

Ishaan

Member
Oct 27, 2017
1,702
We did on the Nintendo DS, due to the specs of that platform. Got some of the best RPGs out of it, too (FF3 DS, FFIV DS, FFCC Echoes of Time, Phantasy Star 0 etc.) But yeah, it would be fantastic to see more of that style nowadays.
 

Revolsin

Usage of alt-account.
Banned
Oct 27, 2017
4,373
This is like asking why we don't see more animated shows use old CG from the early 90s instead of 2D animation. It's because the latter looks infinitely better. You can see a 2D show from decades ago and it'd still look spectacular today, like Trigun for example. Compare that to something like Reboot which looks like a technical disaster now.

The reasoning seems pretty clear.
 
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Vitet

Member
Oct 31, 2017
2,573
Valencia, Spain
I don't know if it's because I'm old (started on Atari era) or because I skipped completely the Ps1/n64 generation, but I always, even back in the day, found that aesthetic ugly as hell.
 

TitanicFall

Member
Nov 12, 2017
8,282
I think it's because if you make bad 2d art, you get a pass for being "retro", but if you make bad 3d art, you'll just be known as a terrible artist. However it works out sometimes. To this day I'm amazed at how Minecraft took off.
 

Redcrayon

Patient hunter
On Break
Oct 27, 2017
12,713
UK
Probably for the same reason 2D indie games often aim to be evocative of late 80s/early 90s pixel art rather than Atari games. Low-poly games haven't aged that well visually as it was tech limitations, very few such games are the ones people talk about now, even compared to the pixel art games of the PSOne era, which is funny considering how fast developers were to drop it at the time. There's a huge market for pixel art as it's ageless to a large amount of people that grew up with it- 16-bit and 32-bit 2D games still look amazing to me whereas I haven't gone back to an early 3D game in a very long time.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
I created Never Stop Sneakin' with this aesthetic in mind (was deeply inspired by Teleglitch), and yeah, even low-poly 3D is in many ways harder than 2D (I've now done both). Of course, 3D also makes some things much easier, particularly stuff like animation (assuming you know how to animate in 3D).

I'm not sure there will be a ton of games following suit. It takes a very specific type of nostalgia to appreciate that look, and it's a relatively small amount of effort to go from PS1 to say, PS2 level visuals.

Interesting note, I played around with the idea of texture warping for NSS, and in the end decided it was going a bit too far (especially since most of the aliased-polygonal games I played were on PC anyway, where texture swimming was less of a thing).
 

John Rabbit

Member
Oct 25, 2017
10,116
Drift Stage
DS1.png


Back in 1995
1995-01.jpg


Anatomy
anatomy_1.png


Sky Rogue
cfjENB.gif


It's out there, it's just not as prevalent as sprite work (yet).
 

Cheezeman3000

One Winged Slayer
Member
Jan 5, 2018
1,092
Didn't Nintendo kinda do this with their lava lunch level in Odyssey? It felt polygonal to me.
 

Gundam

Banned
Oct 25, 2017
12,801
I love low-poly art. I do wonder though, with Xbox/Gamecube/PS2 graphics ever become a popular craze?
 

Jon Carter

Banned
Oct 27, 2017
5,746
If devs are gonna go through the trouble of making a 3D game, they'll probably want to make it look legitimately good. There are indie developers making stuff like FAST Racing Neo, IronFall Invasion and Yooka-Laylee. In comparison, a game going for a PS64 look runs the risk of just looking like shit. The art style needs to be really, really solid and resources tight enough that making it look modern is out of the question. It's a very hard look to pull off.
 

Zukuu

Member
Oct 30, 2017
6,809
Yeah I'd like to see those as well. I can't stand the 16-bit chibi look. I don't mind pixel art tho.
I am Setsuna and the very recently released follow-up game by the same dev Lost Sphear use a very nice, modern "low poly" look.
 

Firima

Member
Oct 27, 2017
4,479
One of these aged well while the other did not. It's that simple.

The games people are trying to emulate with both these styles were a product of platform limitations of the era. Games can imitate pixel art from SNES games and achieve beautiful and expressive results. The same cannot be said for people trying to emulate the limitations of, say, PSX hardware. Well, the latter isn't entirely true, but if you try to emulate that, your game just looks like low-res butt fruit because polygonal models are the default in this era so your work looks elementary in comparison.