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DocSeuss

Member
Oct 25, 2017
1,784
A new adventur-ish game just got released called Paratopic; here's the release tweet:



Might as well share it here, but this is the project I mentioned a couple of posts back.

I've started working on it...



Hey! Paratopic is my game! I really want to do a lot more tinygames with a ton of random people in the future. This is a great aesthetic for it, imo.

Also, your screen looks amazing. Can't wait to see where you take it.
 
Nov 20, 2017
335
We do see those game styles still, like Yooka-Laylee. We don't see those visual styles because they had the charm of a half deflated pool toy.
 

SusumuStreet

Member
Jan 2, 2018
328
Personally I love the old PS1 era style. Jittery precision issues aside I feel the crisp unfiltered textures hold up better than the filtered Vaseline blur of N64 titles from that era. PS1 wasn't close to being my first console but I do enjoy the look.

Well done titles were basically a mixture of good pixel art mapped onto polygons that could then receive broad washes of colored lighting. Stuff like Metal Gear Solid, Vagrant Story, and Mega Man Legends all hold up artistically. Look at texture flats from those games and you'll see high quality pixel art.

Then there's stuff that nobody has really emulated much since then like Breath of Fire IV, where the backgrounds were basically beautifully done pixel art mapped onto polygons so you could rotate the camera. More artistry and top notch pixel art went into those background textures than exists in most SNES and Genesis titles. The problem is doing it well takes the skills of a decent 3D modeler, good pixel artists to paint textures, and someone with a good eye for stylized lighting to bring it all together. Indies tend to go for the simpler pixel art styles as a means to sidestep the need for larger or more experienced art teams.

Ey3TTJB.gif

FFmaYVi.jpg

0HKmKVu.jpg

4dmQY9o.jpg


If an indie dev is going to commit to doing 3D, at this point it's more likely that they go for flat/gradient mapped polygons without having to worry about doing high quality pixel art textures on top of that. Stuff more in line with Wind Waker or Necropolis.

GUjmWvJ.png
 

famikon

Banned
Oct 25, 2017
4,604
ベラルーシ
another game, OK/NORMALhttp://www.kotaku.co.uk/2018/06/20/this-playstation-inspired-arcade-game-is-scarier-than-it-looks

OK/NORMAL is an experimental arcade game by Toni Koretelahti that embraces the visuals of early PlayStation games. The game, which captures the strange and abstract worlds of mid-90s 3D, is one of several new indie titles that embrace a new form of "retro" aesthetics. It's an oppressive, bizarre, and overwhelming game whose glitch spaces are so tangled, I thought I would never escape.

In OK/NORMAL, the player takes control of a small statue navigating floating mazes to collect food and medicine. These strange spaces, with their check-board patterns and hazy CRT-inspired noise, recall early 3D experiments like LSD: Dream Emulator and Jumping Flash. Gaming's shift from 2D into the blocky and incomplete worlds of the Nintendo 64 and PlayStation was defined by a certain roughness. Hard-edged polygons and indulgent mazes were common as developers tested the waters of the third dimension.



https://98demake.itch.io/oknormal
 
Oct 26, 2017
8,686
Personally I love the old PS1 era style. Jittery precision issues aside I feel the crisp unfiltered textures hold up better than the filtered Vaseline blur of N64 titles from that era. PS1 wasn't close to being my first console but I do enjoy the look.

Well done titles were basically a mixture of good pixel art mapped onto polygons that could then receive broad washes of colored lighting. Stuff like Metal Gear Solid, Vagrant Story, and Mega Man Legends all hold up artistically. Look at texture flats from those games and you'll see high quality pixel art.

Then there's stuff that nobody has really emulated much since then like Breath of Fire IV, where the backgrounds were basically beautifully done pixel art mapped onto polygons so you could rotate the camera. More artistry and top notch pixel art went into those background textures than exists in most SNES and Genesis titles. The problem is doing it well takes the skills of a decent 3D modeler, good pixel artists to paint textures, and someone with a good eye for stylized lighting to bring it all together. Indies tend to go for the simpler pixel art styles as a means to sidestep the need for larger or more experienced art teams.

Ey3TTJB.gif

FFmaYVi.jpg

0HKmKVu.jpg

4dmQY9o.jpg
Wow that's gorgeous!!
 

low-G

Member
Oct 25, 2017
8,144
I used to be against the 32-bit look, but now I'm all for it.

Personally, at this point, I'd much rather play a game with a rarely-seen graphical style / fidelity than one that tries to be a 'good looking' game and misses the mark by a lot.

The low-fi look also works real well for current VR (what with its extreme graphical demands), and I find low-fi environments (especially stuff with simple light mapping) can be some of the most immersive visuals to me (not sure why - maybe just less details for my eyes to reject as 'not real').

At this point I play my 32-bit era games on emulation with texture warping, point sampling, and destructive CRT simulation. I crave that now.
 

HotHamBoy

Banned
Oct 27, 2017
16,423
It's a completely different process and retro-inspired sprite work is more viable for a lot of small-time indie developers.

I love low-poly stuff in HD.

If I were Square Enix the FF7 remake would just be new HD pre-rendered backgrounds as close to the originals as possible with a new, more faithful localization.
 

Deleted member 5127

user requested account closure
Banned
Oct 25, 2017
3,584
Nov 4, 2017
430
I was curious about this the other day. Is there any video or article out there detailing the techniques used back in the day?
 

Choco Momonga

Member
May 24, 2018
353
To me these games are able to achieve things with their "ugly" art style. While Resident Evil 7 is sharp as hell, there's something about those PS1/PS2 survival horror games and what they were able to achieve. The blocky art style enhanced the feeling of mystery, confusion. "Is that an enemy? What is that in the distance?"

Just like films Blair Witch and Begotten (below) gain a lot by using more primitive film stocks. The colors are muddy, the lighting isn't great, but the overall palette can be unsettling because everything isn't clear and vivid. The film Begotten has an incredible look and the atmosphere of horror and mystery would be ruined by IMAX cameras.

Begottenposter.jpg
 

BocoDragon

Banned
Oct 26, 2017
5,207
I don't know about culture at large, but I recently have absolutely been bitten by a nostalgia for early 3D. I've been playing a lot of PS1 games and I find the low poly graininess absolutely charming.

It happened exactly the same way as with 2d sprites too. In its era I was always yearning for better graphics. By the end of its era I was absolutely sick of its look. For a decade afterwards I found it unplayable and impossible to look at. But then after 15-20 years I started to find the style not only acceptable, but appealing.

I'd definitely be down for some retro revivals of that style.
 

lordlad

Banned for trolling with an alt account
Banned
Oct 27, 2017
3,940
Singapore
all the texture warping, pixelization and low poly back then were due to technical limitation...which have been resolved from a software and hardware perspective...

so replicating those 'effects' in the current environment will need some real efforts than drawing a few 8bit pixels.

It's not different that those 'CRT effect' that many emulators were trying to emulate but only few managed to get it right. CRT effect doesn't mean just just applying scanline on every alternating frame on every alternate line of pixel, it's more nuance than that.

Same for the 'PS1' effect.
 

DangerMouse

Member
Oct 25, 2017
22,402
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
S3TYcMU.gif


Solatorobo: Red the Hunter
hmUTBaP.gif


Phantasy Star 0
kMfjfVe.gif


Golden Sun: Dark Dawn
f5KbygA.gif


Nanostray 2
akXgGyp.gif


Avalon Code
wVhvAN7.gif
These do look great.
That old full screen uprez DS thread was pretty great at showing what the games could look like outside of the DS and its screen.

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.

Yeah, I like how both of their first two titles look.

I'm actually fine with it. At least we're getting PS2-esque games coming out from indies and small devs, which is a better scenario.

Legend of Mana
ss_50e9d9f4ad8498d01f624258dc8b77ded1439985.600x338.jpg


Lost Sphear
ss_d195225177319bbec254baf985fe30bc35d5d55d.600x338.jpg


Earthlock: Festival of Magic
ss_f8037eabbcc2cdecbc502af5ac7552c47fdd007d.600x338.jpg


Legrand Legacy
ss_8a76bd63800c88a2efd2a5702ca9fb4b14d7daed.600x338.jpg


For the King
ss_7a9fb2fcdc70305d7e32d522cefc145f04cb7c7e.600x338.jpg


Light Fairytale
ss_5047bbc9523d03cd75689f03d6d38cbe75462a19.600x338.jpg


Fell Seal: Arbiter's Mark
ss_7b3464a6e635a912b057ba5deaf794eee7193966.600x338.jpg
Yeah, I love the look of these and have/backed most of them. :)
Always glad to see updates on Light Fairytale and that it's still being developed. I absolutely love the look of it and backed it during it's sadly unsuccessful Kickstarter.

Also, cool, I'd never seen Fell Seal and For the King before. Both look great, especially Fell Seal, that looks beautiful, which I'm also glad to learn will apparently end up on PS4 too as one of the updates mentioned they got a publisher. Thanks!
 
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banter

Member
Jan 12, 2018
4,127
Because you can make pixel graphics beautiful with the current tech, and when you make 3D low poly stuff beautiful with current tech you simply end up with modern video game graphics.
 

Polioliolio

Member
Nov 6, 2017
5,396
Everyone is posting ridiculously good 'low poly' artwork in support of the playstation style. Most playstation games aren't that. I think low poly art CAN look good, but what we had 25 years ago typically didn't on the hardware. When it does look good, it's still a bizarre blocky approximation of art that's most remarkable for looking like blocks.

2D pixel art generally ages better because it's just low resolution hand drawn art. If you're going to directly compare playstation 3d graphics to 2D sprites, they're probably more comparable to stuff that came before the Genesis and SNES, mabe even NES, where the sprites were less like low res drawings and more like several blocks stacked on top of each other.
 

RedSwirl

Member
Oct 25, 2017
10,051
One thing I appreciate about some indie games in this style is that they're not only intentionally going low-poly, but also low-res. A lot of these games simply do not look the same in 1080p, which tends to not reveal any additional detail or even reveal flaws. This is of course most acute in actual old games where the art assets were actually designed for lower resolutions, but I feel like some recent indie games just miss the mark on the retro look by running in full HD. I wish more of them had a low-res upscale option like Devil Daggers.

On the subject of whether that era actually looked good, I gotta admit right now it feels like the majority of PS1-era games in fact do not hold up visually today, but a relative handful of them do manage to maintain a certain attractive aesthetic, and it's those games that indie developers have started to emulate today.
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
Everyone is posting ridiculously good 'low poly' artwork in support of the playstation style. Most playstation games aren't that. I think low poly art CAN look good, but what we had 25 years ago typically didn't on the hardware. When it does look good, it's still a bizarre blocky approximation of art that's most remarkable for looking like blocks.

2D pixel art generally ages better because it's just low resolution hand drawn art. If you're going to directly compare playstation 3d graphics to 2D sprites, they're probably more comparable to stuff that came before the Genesis and SNES, mabe even NES, where the sprites were less like low res drawings and more like several blocks stacked on top of each other.
well the thread is about "low poly, PS1-inspired" games, so adhering to the hard limitations of the systems isn't the point. nor is it for a lot of the other retro-inspired pixel art games. they appeal to nostalgia, in that they resemble what we remember they look like. gives artists freedom to not do all those things low-poly 3D detractors bring up. "but warping! but pixelated textures" and all that shit, when current artists don't have to worry about that stuff
 

Gonzalez

Banned
Oct 25, 2017
7,679
I don't get the complaints. As long as it's 60 fps, and you take slight liberties with it, then it has a potential to look great. Like I played Resident Evil 3 a couple of years ago, and I enjoyed every minute of that. Which surprised me because that's 30 fps game.
 

Pilgrimzero

Banned
Oct 27, 2017
8,129
I don't get the complaints. As long as it's 60 fps, and you take slight liberties with it, then it has a potential to look great. Like I played Resident Evil 3 a couple of years ago, and I enjoyed every minute of that. Which surprised me because that's 30 fps game.

Yes, how did we ever play and enjoy games below 60fps. The mind boggles.
 

Kapryov

Member
Oct 27, 2017
10,129
Australia
I just want to say I'm happy that this thread was bumped, it's fun to read through and look at all the screenshots again. Thanks.
 

RedSwirl

Member
Oct 25, 2017
10,051
Helltown, Back in 1995, and Paratopic seem to me like they might be part of a larger trend of games at least partially inspired by dark PS1-era adventure games.

The most famous inspiration is probably Silent Hill 1, which has an atmosphere and art direction that holds up today. I'm not sure whether the low-poly graphics don't hurt SH1's look or in fact enhance that game's nostalgic feel. In any case, SH1 was probably one of the first major 3D console games to nail the whole Twin Peaks, small-town American feel. Clock Tower 1 and 2 might have also contributed to this trend. Lesser-known examples that never came out in English are Mizzurna Falls -- seen as a kind of ideal Twin Peaks-ish narrative adventure game, and Aconcagua.

This trend has reached a point where I even found out someone did a music album or something themed after a fake PS1 adventure game.
 
Jan 9, 2018
4,392
Sweden
I think we'll see more of these kind of games pop up here and there. Should be a relatively "easy" (I know it's not easy, but relative to making a more advanced model, it might be) way to make assets and creates a distinct look that more and more people are feeling nostalgia for (me included). I've been wanting to get into making something like that myself, but time is precious, sadly. One day.
 

Aurongel

Attempted to circumvent ban with alt account
Banned
Oct 28, 2017
7,065
Making good looking 2D assets is still less resource intensive than generating meh-decent 3D models. I think a lot of it comes down to simple return on investment in most cases although there are exceptions.

Off the top of my head, Grow Home and Grow Up are good examples and also that Metal Gear homage Never Stop Sneakin'.
 

DangerMouse

Member
Oct 25, 2017
22,402
I think we'll see more of these kind of games pop up here and there. Should be a relatively "easy" (I know it's not easy, but relative to making a more advanced model, it might be) way to make assets and creates a distinct look that more and more people are feeling nostalgia for (me included). I've been wanting to get into making something like that myself, but time is precious, sadly. One day.
Yeah, I do think we'll start getting some more of these since a lot of people are getting even more nostalgic for it.

Who knows if it'll get made, since it's probably pretty early, but here's one in an updated version of that style being worked on that I remember seeing from SweetSark's great big work-in-progress indie games thread:


*Fifus Journey* [???]
https://twitter.com/stephcask
???

*Beautiful looking RPG*


Edit:
Updated tweets

https://twitter.com/stephcask/status/1029864570201034752
 
Oct 27, 2017
4,560
I feel like there have been indie games coming out lately that try to mimic the low-poly aesthetic (which is one that I seriously love, btw). It'll probably never be as popular as that whole (dying?) "pixel/8-bit" craze. I'm so tired of that look.