Sure thing.Rasputin said:We get better visual in almost every average Myst clone that in this ''Murasama'' or how it was called.
spekkio said:Sure thing.Rasputin said:We get better visual in almost every average Myst clone that in this ''Murasama'' or how it was called.
And what can you tell us about animation quality in average Myst clone?
Rasputin said:spekkio said:Sure thing.Rasputin said:We get better visual in almost every average Myst clone that in this ''Murasama'' or how it was called.
And what can you tell us about animation quality in average Myst clone?
Because even gameplay is bad at least they entertain us with good visuals. With nice music it really immerses you into the world
And what's wrong with catgirls?Without J-Pop and catgirls.
Melcar said:Rasputin said:spekkio said:Sure thing.Rasputin said:We get better visual in almost every average Myst clone that in this ''Murasama'' or how it was called.
And what can you tell us about animation quality in average Myst clone?
Because even gameplay is bad at least they entertain us with good visuals. With nice music it really immerses you into the world
You know, that's the exact same words next-gen kids use nowadays to defend their games.
Use a walkthrough next time, woman.Black Cat said:98 out of 99? I bloody hate you, nya. I can't even find all the guys in the first level! Crying or Very sad
myst's low framecount pre-rendered sequences are pretty much on par with the cheap transformations muramasa and odin sphere use to save production costs... the only difference is that the latter two throw so many of those cheap effects in your face that you barely notice them because of the overwhelming effect of OMGEVERYTHINGMOVES.spekkio said:And what can you tell us about animation quality in average Myst clone?
spekkio said:And what's wrong with furries?
KazikluBey said:It seems quite silly to compare the primarily pre-rendered 3D art of, say, the IE games with "actual" 2D art.
Style said:Non-interactive environments are always going to look better than interactive ones.
http://www.interweb.in/attachments/pc-w ... papers.jpg
oh my god look how good that 2d picture looks, why can't they just make a game like that
denizsi said:...
What I love about 2D (and similar 3D games) is the sense of wonder and mystery for far away lands or just other places in your immediate surrounding you see in the background and want to go but can't or the whole thing would be meaningless, unless the developers allows you to but with even more far away scenery to incite the same feeling again once you're "there".
Yes, that's pretty much what I said, innit? I didn't state it quite as matter-of-factly as I could have, perhaps, but last time I tried to correct people's notion that the IE games were "pure 2D" Brother None I think it was told me that that was wrong 'cause there were like, some Photoshop touch-ups on most maps, especially in Torment and so I was much too categorical in calling it purely pre-rendered 3D.denizsi said:Most everything in IE games were pre-rendered backgrounds. Correct me if I'm wrong.KazikluBey said:It seems quite silly to compare the primarily pre-rendered 3D art of, say, the IE games with "actual" 2D art.
Melcar said:denizsi said:...
What I love about 2D (and similar 3D games) is the sense of wonder and mystery for far away lands or just other places in your immediate surrounding you see in the background and want to go but can't or the whole thing would be meaningless, unless the developers allows you to but with even more far away scenery to incite the same feeling again once you're "there".
+1
In A Link To The Past, standing atop the pyramid in the Dark World and looking at the tower in the background. I don't know why, but I like that particular scene.
2D just (in my opinion) gives you an impression of a much bigger and mysterious game world. With 3D you can either go anywhere or are enclosed by invisible barriers, both of which kill the sense of wonder as you explore the game world. I think that would be somewhat alleviated if they gave us some nice pre-rendered backgrounds of the lands beyond with some impossible to overcome (yet believable) natural barrier preventing you from going there, instead of just blurring everything beyond the game world or pretending it doesn' exist.
All the backgrounds, objects, and actors in Aquaria (first page) were painted by a single guy. Photoshop-next-gen-painter-types can churn out digital paintings very quickly. No one is scanning in an oil painting every 2 weeks.Azarkon said:Look at it this way: you want detailed, oil-painted artistic gems; well guess what, that takes a good artist weeks or even months to generate. How many artists can you afford to put on a game? Now multiply that by the number of backgrounds you want to have and divide by the expected development time. There's your art budget.
crakkie said:All the backgrounds, objects, and actors in Aquaria (first page) were painted by a single guy. Photoshop-next-gen-painter-types can churn out digital paintings very quickly. No one is scanning in an oil painting every 2 weeks.Azarkon said:Look at it this way: you want detailed, oil-painted artistic gems; well guess what, that takes a good artist weeks or even months to generate. How many artists can you afford to put on a game? Now multiply that by the number of backgrounds you want to have and divide by the expected development time. There's your art budget.
And while it still makes animation much easier, the modularity and reusability of 3D (for environments at least) has decreased drastically as graphics have gotten more detailed.