JarlFrank said:
Yeah, but for, say, graphic adventures and RPGs like Neverwinter Nights 2 or Drakensang, games where the third dimension is never really used gameplay-wise, 2D is a much better choice.
That probably has more to do with developers being worried about getting their heads stuck tight in the arse of convention right from the start. There's more than mechanics though, I mean, this being a thread about presentation, that should be obvious. But apparently, it isn't. Using a camera as a storytelling device is likely a pretty challenging thing to do in 2D, and a pretty expensive one at that. Bioware are hardly still pulling the same isometric stick-figure tricks they used to perform some odd ten years ago. And likewise, Telltale games are one of the few adventure game developers to delve into the realms of fluid cinematography at all, this being in a genre that's touted to be rooted in storytelling no less.
Not going into this old 2d vs debate again, it's tiring. It's tiring because the answer is simple: Everything has a strength. And a weakness. It all depends entirelly what one's trying to do with a game.
A perfect example of how to combine 2D with 3D in order to get the best out of both worlds.
Meh, this has nothing on Tiller art except for pixel perfection, which is useless. Reminds me a bit of all the other 3Ds max 2.5D games out there - at least around the edgier spots it has a bit of that generic "rendering" look touting to be splendid art direction. There are realtime environments that look spicier than all of this. Mind, it's a good looking game! And it's super impressive considering what small a team is behind the game. I never got why its visuals are praised to heavens and back though, except that you can make out every single crack in every single cobblestone.
As a further ado, it's a bit of an irony in general that people are defending the merits of 2D art in times when most 2d games look as generic as they often do. The best artists of this industry are working on 3d games, naturally.
I thought it looked amazing and actually captured the soul of Monkey Island.
The look of Dread's ship and the interiors of the voodoo shack are absolutely nailed by this demonstration. But then all the texture work is more or less taken straight out of MI2 if I'm not mistaken. It's another example that goes to show that it's not 3d being at fault if your game looks samey. It's never the tool. It's the artist.
so, FPS's, of course. But once you've seen Doom, you've more or less seen FPS itself, so there's not much variation in pure FPS regarding gameplay.
I'm not living in 1995. In my 2009 World, once people stopped cloning Doom again and again and again, snapped out of it, took the basic format and ran with, it was only a matter of time since narrative experiences a la Half Life, deadly realistic infantry simulators like Flashpoint or multiplayer battlefields like the Battlefield series emerged. That's quite a healthy bunch of different games, concepts and experiences, all sharing the same core mechanics if you ask me. And seeing the odd retro throwbacks like Painkiller, they're far from everything there is.