Hi everybody,
When people talk about games with poor graphics, they tend to talk in terms of graphical fidelity, FPS, lighting and shading, etc.
However, one important - and arguably more difficult thing to pull off successfully - is having the strong art direction to back up that visual power. A truly beautiful game needs graphics design that matches the theme and tone of the game, and gets the player fully involved in the world.
This is something Nintendo does particularly well, in my opinion. The Legend of Zelda: Wind Waker still holds up graphically today fairly well, whereas other games at the time that were praised for having the best "graphics" look laughably outdated today.
One example of a game I think had poor design, despite not having poor graphics, was Battleborn. Compared to Overwatch, there didn't feel to be much consistency in the art direction between the different characters, and the general environments felt too "gritty" for a hero shooter.
What examples of games do you have where you believe it's the art direction, rather than graphical fidelity, that held the game back in the visuals department?
Kind regards,
Radishhead
When people talk about games with poor graphics, they tend to talk in terms of graphical fidelity, FPS, lighting and shading, etc.
However, one important - and arguably more difficult thing to pull off successfully - is having the strong art direction to back up that visual power. A truly beautiful game needs graphics design that matches the theme and tone of the game, and gets the player fully involved in the world.
This is something Nintendo does particularly well, in my opinion. The Legend of Zelda: Wind Waker still holds up graphically today fairly well, whereas other games at the time that were praised for having the best "graphics" look laughably outdated today.
One example of a game I think had poor design, despite not having poor graphics, was Battleborn. Compared to Overwatch, there didn't feel to be much consistency in the art direction between the different characters, and the general environments felt too "gritty" for a hero shooter.
What examples of games do you have where you believe it's the art direction, rather than graphical fidelity, that held the game back in the visuals department?
Kind regards,
Radishhead