I'm pretty sure that's 3D.
You are saying Celeste has "32-bit level" colors? Look at the screenshot above. The game's tiles are limited to 3 colors plus black. And pixel art has no "32-bit animation", animation quality for pixel art is all due to a skilled artist putting enough time and effort into it. There were some NES games with amazing 60fps animation.This is a long thread, but I'm going to say to me the problem is that MOST of these games, I'ma include Celeste in this, go for a style that never existed, it's a fake kind of nostalgia where the colors and gradients and animation are like 32 bit system level, but the pixels are at a chunky level that fits firmly BELOW nes, above Atari 2600. Like Commodore 64 games almost. It's shitty. It's a shitty art style. If you're trying to evoke a period, stick to your guns and go for that period, if you're not, I don't want my game to look like that. I understand art is expensive, but you can easily double the pixel count in Celeste and make it look SO much better for very little effort.
Ignoring difference in team sizes... There are indie games with that level of animation.It's such a backward movement from the amazing pixel art you saw in the last phase of it during PS1 era - especially animation wise:
I mean, those were produced by people that had developed their craft over many years of working with pixel art as the de-facto industry standard. Dozens of such workers, that did it as their full-time job and were paid reliably by large companies.It's such a backward movement from the amazing pixel art you saw in the last phase of it during PS1 era - especially animation wise:
The problem with these games is that they were too good.
you can easily double the pixel count in Celeste and make it look SO much better for very little effort.
Yeah often times its just something I have to tolerate. With how much more accessible tools have gotten I really would like to see more variety and showcase of skill instead of games just looking good enough.Funny how anytime anyone has genuine criticism about indie games the indie defense force shows up. It's like indie games can do no wrong and there are always a bunch of excuses anytime anyone has a complaint. I own a fair amount of indie games, and I agree, the whole pixelated look is getting played out.
That's the exact opposite of what I said. I find it actually easier and way less time consuming to make a game for retro hardware these days, than to make modern hardware behave accurately like retro hardware. The former takes a handful of lines of code, because there is actual hardware doing things for me that I don't have to essentially design in software.
Assembly is not anything more difficult to grasp than C, assuming you actually know C beyond mere syntax.
If you can appreciate hardware limitations, why not appreciate budget limitations? Several of the games you mentioned are sequels to best-selling blockbusters made by major companies with huge (for the time) teams & ample budgets. In contrast, many indie developers are unfunded teams of 1-2 people
Personally I grew up with the low fi N64 style and would love to see more games like that. Obviously without the horrid blurring but low poly, low detail in textures, lots of 2D elements :)
No, 2d elements. Like sprites mixed in to make up for low poly. Like so much of sm64 is 2d stuff blended with 3d. :DBut the N64 generally kind of sucked at 2D tho. Hell, its biggest 2D games (Yoshi's Story, Mischief Makers, Bangai-O) all used prerendered 3D sprites.
Mentioning it now, I would kill for a indie-inspired Mischief Makers spiritual successor. Or just a Mischief Makers port to GOG and Steam. Game deserves more love.
This thread isn't about dated FMV cut-scenes on the PS1.
It's such a backward movement from the amazing pixel art you saw in the last phase of it during PS1 era - especially animation wise:
Some games are doing exactly that.Freaking exactly! Can we please move past 8-bit and 16-bit pixel art and get to some NICE 32-bit Sprites going on?
PLEASE FOR THE LOVE OF GOD.
Games like Trine also cost millions to make, so no wonder most indie developers can't do art like that.
This has to be one the most ignorant posts in a thread already filled with a lot of arm-chair development comments that have no grounds in reality. There is absolutely nothing little effort in literally having 4 times the more work than what already took years to create. I just can't wrap my head around the fact how anyone could believe the work would be anything easy and very little effort.I understand art is expensive, but you can easily double the pixel count in Celeste and make it look SO much better for very little effort.
There is definitely too many Pixel Art games that don't actually realize that pixel art was intended to be viewed on shitty CRT's with tons of blur. It's extremely rare that you get a game like Sonic Mania that tries to accurately emulate the way consoles like the Genesis, SNES, Saturn, etc. actually worked.
This trend started mostly last gen. Indie games everywhere chasing that specific pixel art look. In the beginning it was refreshing. But then years after, I feel like every indie game, especially 2D platformers, have that kind of graphic style.
Everyone is talking about how good Celeste is, and truly, I believe it... but the graphics/visuals keeps getting me away from it because I am just extremely saturated in regards to those kind of visuals.
Why cant we get clean, more diverse looking 2D games?
Do you think indie devs magically get the kind of budgets jrpg factories like Konami and Squaresoft did in the 90s?Freaking exactly! Can we please move past 8-bit and 16-bit pixel art and get to some NICE 32-bit Sprites going on?
PLEASE FOR THE LOVE OF GOD.
there are less of them for a start, but please don't go down this road
When a movie is in black and white
you don't see people saying how the movies are just trying to prey on silent film nostalgia or just trying to be retro or whatever
So why do so many people seem to instantly assume that if a game uses pixel art, it's because the devs are just trying to prey on nostgalia or invoke an era or trying to have "retro" graphics? You don't see those kinds of comments towards devs doing low-poly graphics or doing 3D platformers or whatnot
pixel artists are not obligated to base their art on an old era of gaming, heck off with this bulllshit. Celeste isn't trying to emulate the hardware specs of NES, Atari, SNES or whatever the fuck else. it's just low-res pixel art and there's nothing wrong with that.This is a long thread, but I'm going to say to me the problem is that MOST of these games, I'ma include Celeste in this, go for a style that never existed, it's a fake kind of nostalgia where the colors and gradients and animation are like 32 bit system level, but the pixels are at a chunky level that fits firmly BELOW nes, above Atari 2600. Like Commodore 64 games almost. It's shitty. It's a shitty art style. If you're trying to evoke a period, stick to your guns and go for that period, if you're not, I don't want my game to look like that.
you have no idea how pixel art works, holy shitI understand art is expensive, but you can easily double the pixel count in Celeste and make it look SO much better for very little effort.
Really? I have never recalled seeing comments like that here or on GAFOh yes you do.
And their arguments are just as benial as most of the ones in this thread against pixel art.
No, 2d elements. Like sprites mixed in to make up for low poly. Like so much of sm64 is 2d stuff blended with 3d. :D
The problem with this is the same problem you see with a lot of so-called "low-poly" games, which is that they aren't really low-poly. They're actually high-poly but then intentionally given sharp angles to make them look low-poly. Which is a shame because I really do like the old 32-bit low-poly look. But there's a big difference between what you see passed off as low-poly and something like this
This argument is a bit weak considering handhelds always featured sharp pixel art, and pixel art was the norm / very common all the way to the Nintendo DS.
There is definitely too many Pixel Art games that don't actually realize that pixel art was intended to be viewed on shitty CRT's with tons of blur. It's extremely rare that you get a game like Sonic Mania that tries to accurately emulate the way consoles like the Genesis, SNES, Saturn, etc. actually worked.
The combined level of ignorance and arrogance in this post is something to behold.
I don't understand why you can't just say "this style doesn't appeal to me whatsoever" and leave it at that.
there are less of them for a start, but please don't go down this road
this thread is about idiots vs pixel art
not aaa vs indies
Sadly most amiga games don't hold up well today because they used only one button and some genres took different gameplay "routes" than the ones accepted now(for example platformers used to be "collectatons" with big multidirectional levels where you need to explore to find the exit instead of straight left to right "precision" platformers ala super mario).Thanks. Wow, miggy exclusive, not even on PC :) It'll be hard to get a hold of it. I wonder if any online DD stores sell amiga disk images?
Not useless at all, thanks to you i have just learned that Darkmere had a sequel :/
Nah, even CODs and BFs look visually different and distinct and those are annual franchises.The OP is literally chastising indie developers for all chasing the same style. It's the part that sticks out to me most because AAA games are waaaaay more uniform.
Nah, even CODs and BFs look visually different and distinct and those are annual franchises.