What's this game called ?
Greentext
This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.
Be warned:
- Anon is often crazy.
- Anon is often depressed.
- Anon frequently shares thoughts that are immature, offensive, or incomprehensible.
If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.
As Yahtzee has suggested, people aren't nostalgic for old games, but for how they felt playing old games. Much harder to capture that, and beautiful pixel art alone isn't enough.
Because as a child, everything is novel and new for you so you get that sense of high and awe seeing something new. But now as adults, recreating that feeling is almost impossible because you have already experienced it before.
This is the biggest problem for games like these. It's trying to capture the childhood nostalgia. But to any modern gamer it's: FANTASY SETTING 319, of course it feels hollow and stale. Even if the designers are passionate about the game, it you set it in the same type of world as all your favorite final fantasy games or fire emblem or whatever you're making a terrible setting for a new game. It may not be a bad game, but the world you chose is actively working against it by making it stale.
I mean, it's going to be a problem forever. The way you break out of this is by having a good 'ol visionary developer who has a unique story to tell. Unfortunately for every one of those there's a hundred passionate developers either trying to make a quick buck or who lacks the imagination/skills to make a transformative game.
Nothing hammers this home like raising a kid.
The sense of joy and wonder they feel about something as simple as learning how to turn on a faucet. Suddenly, they're magical and can summon water.
It makes you feel jaded.
You can also choose to embrace bringing them joy with each new experience, and share in their happiness that way.
You can get that feeling when learning something new as an adult, too. Your first python program is running? You renovated something in your home that your haven't done before? Planted a tree and it's having fruits for the first time? Changed the tires on your car? It's awesome!
try envigorated. I don't know if you watch let's plays at all, but me I mainly do it with games that I've finished but can't play again with the knowledge I already have. great puzzle and mystery solving games like obra dinn, the witness, etc. or games with amazing twists like prey... some things you can't live through twice, but you can witness the joy in others when they do it for the first time. that's why I do it. with kids, it's literally everything.
you should watch the Love Death and Robots episode Pop Squad.
that's why you should seek out new things to see wonder and novel in. as a person with hyperfixation/-focus, that is very easy for me.
This is why I started hiking and summiting mountains. I mean, not literally why, but it’s chasing that new and novel high.
There's many factors, honestly. For example, a lot of pixelated games have animations that break the "pixel barrier", eg, a character moves smoothly over half pixels. Another thing is pixel scales being completely different. Sometimes a character or an icon has larger pixels than those on a map. Another factor is simply a variety of textures and colours- older games had limited colours for most objects, counting the underlying map as an object in itself. Not every colour could be used, and sometimes, a lot games weren't actually on the same saturation as people remember.
Music will be another factor.
A reason to use pixelated graphics isn't necessarily for nostalgia, it's that it's simply easier to make the game look good and consistent. Which is excellent for an indie game. 3d graphics could be more costly and higher res graphics are harder to look better due to the added detail. With pixels, your brain kinda just fills it in and it doesn't go to the uncanny valley.
I think good examples are the likes of windwaker and thomas was alone. Both had simplistic art styles which wasn't pushing the console to the limits, and both are beautiful games.
I remember when I had to make a game for an assignment. Other classmates were trying to go for realism humans and such, mixing and matching downloaded graphics and textures. It looked how you'd expect. The most detailed texture I used was a skybox, then made my own textures and models which were simply flat colours and neon green cones for trees and big boxes with ramps for hills. I then played around with the emissive properties until the lighting looked nice. I got good marks, the graphics were cited as a reason.
I digress,
I think here the pixel art is too good, back in the day they wouldn't have been making something so complex.
Another thing is pixel scales being completely different. Sometimes a character or an icon has larger pixels than those on a map.
Stardew Valley for the most part does pixel art right, but it's always jarring to see the player character's weird skinny fishing line. It's worst when it's juxtaposed with other characters whose lines are drawn correctly:
I also think gaming now a days just feels different and not in a childhood wonder sort of way but a walking into an obscure bookstore kind of way. Social media makes learning about a video game way too easy. Spoilers are hard to avoid and the more people talk about a game the less novel it feels. I didn't spend much time on forums as a kid so most games i learned about was via word of mouth or from demo disks. I'll never forget my first play through of Halo 1 on the OG xbox. Played it coop with my bro. Was completely scared shitless when the flood was introduced. No one told me there were zombies in my shoot man game. Like no one talked about it. Good times.
On spoilers - also the whole goddamm culture shifted. A lot of people won't pickup a game until they see at least gameplay vid of it or read tens of posts etc. Spoilers became culturally mainstream.
I do not partake and dive blind most of the time and still got that wonderfull wonder sensation I got as a kiddo.
Only ya know. We got so powerfull machines now that devs tend to focus on looks rather than story/gameplay. Thankfully slowly changing, in parts thanks to indie devs.
I would also make an argument that the limited technology at the time led to different kinds of games versus what we see now. Sure there's the obvious things like internet enabled games and being able to get updates but I think even the less thought about things like restrictions on RAM and the power of computers led to restrictions on what you could do which led to specific types of games which aren't made that way anymore because they don't have to work around those restrictions. And while in a lot of cases those restrictions going away has allowed for better mechanics and gameplay it also still makes the games different which to people who were used to and liked those games will feel not as good anymore.
The actual pixels are more defined. You can't just emulate crt fuzz without emulating crt fuzz.
This is why shovel knight looks and feels like the old classics it’s imitating. They artificially limited themselves to color pallets and some technical limits that old systems had. I think they ended up using 18 colors instead of 16, and double the sprites on screen, among some of them. Indie games usually just go with what looks good and use modern limits because they can. Most the time it’s not a choice, they just do what works and that’s ok too.
I love limited pallettes. I love how in the original Legend of Zelda, Link changes colors a little every time the pallette swaps. I think getting creative with limited colors looks so much cooler than just having every color possible.
Restrictions breed creativity.
Eh I don't think shovel knight looks like the old classics. It looks way too refined to me when compared to a nes title.
Anon is old, anon can see through the matrix.
When you were young you didn't see the game, you just experienced the world.
no indie rpg will ever make me feel like playing Golden Sun as a kid did
Yeah, they would need to be able to turn you back into your kid self, experiences and all. A lot of that magic is from you being a child.
not just you. the world you inhabit and your place in it.
like, imagine having a future, lol.
you need a good scanline filter if you want modern pixels to look like classic ones
Incorrect, you need a good NTSC filter. Scanlines on their own are hotdog water.
And then your European players wonder why the color artifacts are all wrong. PAL and NTSC had different distinct looks (and presumably so did SECAM).
anon needs to build a time machine and rescue my parents' 32" Trinitron. That shit was top of the line.
a lot of what makes old game have that charm isn't just having the good pixel art but also matching the system sprite design, color pallet and replicating the imperfect displays of the time. Which the last is the one i think tends to be forgotten about a lot. Of course not all games are trying to replicate a style but more like a general vibe.
More than that, not being aware of genocide and looming climate collapse and student loans made those old games a lot more fun :)
I think it goes more on thise lines. We got tons of great games done by very passionate people. But is hard to enjoy something if you can dedicate only 1 hour tops and then go to sleep cause you have to work tomorrow.
you can never go home
We know what is possible today. When these old games were new they were quite frankly cutting edge and pioneering what was possible.
You don't achieve that today even with the most dedicated adherence to retro limitations.
One could argue that the dynamic shadows of the day and night cycle in Sea of Stars were actually kind of breaking new ground in pixel art.
The era of NES was wild. I don’t think it is purely kid’s-experience nostalgia although that is certainly a factor. A lot of the language of gaming and the genres that are still in existence in some form today were being created for the first time, mostly from thin air. Wolf3d and Doom were probably the last time that a new “language” for gaming was created in that same way, directly in the mainstream of gaming and outside of niche / experimental games.
Also, the scope was incredible. For no reason. I along with a lot of other people had the experience of playing one level or one screen of an NES game and assuming at first that it was the whole game. No, that is 2% of the game. Why did they make so much game? For no reason? With no particular competition that would cause them to need to invest all the resources into creating this luxuriously massive experience? It can only be love.
Because these characters aren't built the same as old games. That was part of the magic of older games, using as few resources as possible but cleverly cutting the spirit into easily manipulated bit maps that can be flipped and rotated as necessary to animate the character.
These are overly detailed and missing the CRT effect.
Something about people putting their heart into what they’re doing just makes it feel different.
It barely matters what it is. It could be crappy externally. It could be notes from a math class. Something about the nature of the mind that makes it goes into the thing that gets made and makes it magic. The limitations to the old hardware mean people have no choice but to bring the magic, and because they had to make magic to make the game, the game turns out to have some magic in it.
Plenty of modern games have it too. Tunic and Hollow Knight have it in a way that a lot of the pixel-art imitators do not. Pixel art is fine too. But it’s not the point.
That's why I love UFO 50.
It really went hard at capturing what I love about classic games. The Desert Western RPG was so good, even with all of its grind.
yea funny enough I got that high when recently playing Planescape torment but not Baldurs Gate I, dont know why. Still a good game though.
I will take this moment to recommend Crosscode, one of the all time greats
OOP should try the Mega Drive (Genesis) ROM of Pier Solar, then. Couldn't "look fake" even if it tried
It was the television or crappiness of it that made them look better than it was...
https://www.gamerevolution.com/originals/378895-heres-retro-games-look-awful-compared-remember
Can't believe that guy left out this:
The pixels and shading on them were designed to look better with a different display pixel layout
Ive found that a cheap 1080p projector onto an unprepped painted white wall does a great job of making old crt stuff look correct.