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File: Vagrant Story-.webm (2.67 MB, 514x360)
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Do we really need higher poly than this?
>>
>>723273894
You need that many poly? Jesus.
>>
>>723273894
How the fuck did they get the whole game to sound so cool bros
Why does every other jarpig from that era, and even now, sound like translator slop, but VS managed to avoid this cannonball?
>>
>>723273894
I need to get back to this. I remember it being a difficult game.
>>
>>723274079
ironically, localizers. they took liberties with the writing and made it work. the original japanese script is apparently very dry and flat.
>>
>>723274220
I won't deceive you. I posted this because it has good cutscenes. Not because I liked the gameplay.
>>
>>723274220
its not exactly difficult, but if you dont like grinding, youll have a bad time.
>>
>>723273894
Yea, higher texture resolutions too
>>
>>723274220
Better learn spells and cast degenerate on bosses.
>>
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>>723273894
Vagrant Story is where gaming art style peaked. I wish we got more that looked even remotely similar, it's so cool.
>>
>>723273894
>Do we really need higher poly than this?
just a few more, still kind of muddy
>>
File: OvBC2di.gif (3.1 MB, 512x266)
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>>723274335
That's okay. I like ps1 graphics and it's nice to see new indie games adopting it more now.
>>
>>723273894
It's fine, just add floating point precision to get rid of this wobbly jittery texturing.
>>
>>723273894
>need
No, not really.
Should we aspire for better graphics as our technology allows? Sure, I don't think there's anything wrong with pushing our tech to its limits, but the fact that AAA gaming is so single minded when it comes to graphics as THE most important aspect of innovation is stupid as fuck. Besides Crysis I cannot for the life of me think of a game that genuinely wow'd me because of how realistic it looks, meanwhile there's literally dozens of games that made me think "this looks fucking sick" just because it actually had art direction beyond a large amount of polygons or high resolution texturing.
>>
>>723273894
I avoided playing this game when I was a child because the magazine's photos made it look like a horror game.
>>
The original Final Fantasy VII was developed by a core team of about 100 to 150 people, which was considered the largest development team for a video game at the time. In contrast, the recent Final Fantasy VII Remake had a much larger, though still undefined, development staff and listed over 2,500 credits for its development.

An original Xbox graphics would be the perfect stopping point for fun videogames. Somehow it's more powerful than the Wii.
>>
>>723273894
that ass shot was very necessary and im glad they did it
>>
>>723273894
if you have the processing power (which you have no excuse not to), more triangles are always better
>>
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Do we really need higher poly than this?
>>
>>723274459
This game is a technical marvel.
>>
>>723277886
Just a few more than that, if I'm honest.
>>
>the enemy of art is the absence of limitations
>>
>>723277886
i tried to play this its torture
>>
>>723278093
Exactly. Picasso chopped his own ear off so that he could create better art
>>
>>723278295
Too bad he wasn't a musician
>>
>>723278295
True.
>>
>>723278295
did he actually do that
>>
>>723273894
I need… more
>>
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I want at least this many poly.
>>
File: Vagrant Story2-.webm (2.69 MB, 514x360)
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>>723278485
>>
>>723273894
>that low poly
>manages to make her ass look thick
how can I come to possess such skill?
>>
>>723273894
>3D
Pleb
>>
vagrant story is one of the few games i would actually like to see a remake of
>>
>>723278586
If it can be done with a still image, it can be done with low poly.
>>
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>>723278467
yes
>>
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>>723273894
Something I find very fascinating with this is that the direction and word bubbles have very Manga styled paneling. It's like a very well directed motion comic.
You can directly see the process of transferring the storyboard to final product.
>>
>>723278586
the texture has painted shading that makes it look very shapely, that's all
>>
>>723278609
That game is such a chore on the eyes.
It's a miracle Soul Reaver happened at all.
>>
>>723278573
That cutscene has better photography than moat games nowadays
>>
>>723278679
>second panel
idgi
>>
>>723278780
The man is talking so quietly that the man cannot hear him. This is represented by most of his speech bubble being obscured by his coat
>>
>>723278761
You mean cinematography, but yes.
>>
>>723278875
yeah sorry, esl
game is amazing in some many areas. Just wish it had different gameplay.
>>
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I NEED more games in EQ style.
>>
>>723278974
welcome home anon
>>
>>723278704
The graphics are total mess when it comes to cohesion, especially those 3D fly-by animations.
But it's still such a soulful game.

https://www.youtube.com/watch?v=6knHwDgXP2w
>>
>>723278974
Kunark was such a quintessential expansion, it's what all expansions should aspire to be.
When a new server opens without Kunark on it, it feels extremely incomplete.
>>
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>>723279050
Oh god. That old Kain art.
>>
>>723278640
No you stupid fucking bitch, look at all of the remakes recently that have completely destroyed the vision of the original game.
>RE4
>Silent Hill 2
>FF7
>Demons Souls
>>
>>723278761
The cinematography there is a bit janky, but sort of to be expected of a burgeoning medium. You'd think developers would've gotten better, but no, it peaked here.
>>
>>723279132
I'm a RE4 purist and the remake was very very good aside from how they gave Mercenaries this weird easily-reached upper limit win condition.
>>
>>723273894
Post the cover art.
Now look at the game.
Yes, we do need higher poly than this.
>>
Reminder that Vagrant Story was also under 100 mbs in size
>>
File: 1547974214096.webm (1.96 MB, 798x720)
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>>723279225
FUCK THIS ENTIRE THOUGHT PROCESS
>>
>>723278653
that's all the proof i need, thanks
>>
>>723273894
We need less.
>>
>>723279321
Which South Park game is this?
>>
>>723279132
you didn't have to call me a bitch
>>
>>723279210
Worse
>environments
>lighting
>character design
Add to that the shitty yellow paint of mongoloidism and yep I'd say it's a pretty fucking shitty remake, just like the others. Thankfully the original never needed a remake and still plays great today.
>>
>>723273894
This is a rare apt use of mixels.

Notice how the texture for the face is shrunk smaller than the others.
It works. Almost no one did this.
>>
>>723279448
I'll give you that they butchered Ada.
But the Saddler-Luis-Krauser stuff was all PLOT FILL. And the final boss is way better.

And yes, the original is still quite a *hoot.*
>>
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>>723273894
Graphics peaked with source 1. We should've stagnated there so developers focus more on gameplay mechanics, intricate graphics should be reserved for movie games only instead of shoving shader autism everywhere
>>
>>723279546
See I don't like that example.
Right there, I can see exactly why people felt they need to push forward, even though there should've been an option to move a little backward.
The resolution is too high on most of these textures. It just sorta looks uncanny.
>>
>>723278093
There's a guy making a sequel to Mario64 to run on og hardware and his videos are wild. Figuring out how to optimize so his models are even lower poly than the originals, but look and perform better. Those limitations are making him really understand what he can get away with and even if you don't care for Mario it's fascinating from a technical viewpoint.
>>
>>723279521
I think all character models in the RE engine have this weird look to them, I really don't like it. And Salazar was so much shittier.
>>
>>723274327
Haven't played the game much, but the webm in OP is very terse, doesn't sound like liberties were taken at all. Liberal localization usually involves adding tons of unnecessary fluff.
>>
>>723279546
That looks like shit.
>>723279694
I tried looking this up but couldn't find it, can you spoonfeed it to me? That sounds really fucking interesting.
>>
>>723277794
Jesus no wonder that game runs like ass
>>
File: file.png (2.92 MB, 1920x1080)
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>>723279670
>>723279807
You have been poisoned by shiny unclear graphics
>>
>>723279290
Your visceral reaction denotes you know I am right. You're just flailing because you can't accept.
>>
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>>723273894
we should have as much polys as possible. smoothness is king
>>
>>723273894
Uh, no, er...what?
>>723274220
Its not difficult, its only cumbersome with how you need to juggle weapons and gear. If you learn to navigate that, the rest is smooth sailing.
>>
>>723279957
No my visceral reaction comes from recognition that your argument is exactly how we got driven into the middle of this swamp to begin with.

It's like a communism. The greatest idea. ON. PAPER.
>>
>>723279546
>>723279670
The problem is that if you try to go for realism you'll be inclined to push for realistic graphics development. Source 1 and even somewhat earlier was fine for non-realistic styles in games.
>>
>>723279925
It's just ugly, anon. It's too close to reality while missing a lot of the key details. It's the horrible middle ground, the worst of both worlds.
>>
FFXI is where we should've stopped
>>
>>723274327
>>723279698
OK, I looked it up. You are 100% full of shit. At least the scene in the OP is translated 100% faithfully as I suspected. https://www.youtube.com/watch?v=vmxMJq8feVc&t=1204s Use a screen grab translation app or something if you don't believe me. Zero liberties taken here.
>>
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>>723280196

yes
>>
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>>723279546
>>723279925
I really like Source engine but come on man. It looks like shit on a purely technical level, mostly because of it being made from brushwork. There's PS1 games with more organic enviroments.
>>
>>723280050
The chase for "fidelity" isn't the problem. The real issue is talentless "artists" thinking fidelity can overcome a distinct artstyle.
Wind Waker is one of the most fidel games ever made.
>>
Games stagnated much later, during the PS360 era. After that it has been similar graphics for worse performance.
>>
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>>723273894
yes. ideally more visual clarity can work extremely well with better art direction, however "artists" are usually hacks. And before you say "limitations spawn creativity" the only reason this looks half decent is because of the artists at square had actual talent and weren't getting their vision completely destroyed by the company. exhibit A on untalented fucks who limit themselves graphically: picrel
>>
>>723273894
This game was oozing soul.
>>
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>>723280063
>>723280141
>>723280327
It is my personal taste, i am very into stylized realism, it works for the setting, but doesn't go overboard on graphics, maybe i should've used a prettier example like stalker, since it is way prettier than many source maps and source games in general, the graphics work very well for the atmosphere
>>
>>723280262
>OK, I looked it up.
no you didnt.
https://www.vg247.com/make-it-biblical-how-vagrant-story-changed-game-localization
>>
>>723280196
>>723280297
It's insane how well it holds up. Like yeah some of the zones are a bit barren and in some places it's quite low poly but overall it just looks great. The game's like 25 years old at this point.
>>
>>723273894
I say its a case by case basis thing. I like how detailed bloodborne is, but i love low poly games from the psp era. So it all boils down to art direction.
>>
>>723280636
This images was all i had. it was from a fap session.
>>
>>723273894
no, but we need more precision to stop flickering
>>
>>723274394
>>723274409
>>723280038
I vidily remember clearing the game with just combo spamming between 'an ability that give you more damage per chain' and 'does % damage base on your previous damage'.
Constantly chaining those two attack even if the 'risk' or whatever mechanic that makes you do zero damage. Basically ignoring the supposedly tedious mechanic of the game and cheesing my way through it.

Never knew the game is suppose to be difficult till I went online to talk about it years later.
>>
>>723280543
Even your link doesn't agree with you.
>While the style of the writing is fairly modern and straightforward, the economy of dialogue, strong characters, and excellent pacing were really unusual for a Japanese script at the time, and are light on the ground even now. Part of the spin added came as a reaction to the rich setting of the game, not to fix any "shortcomings" in the script.
In other words the original script was fucking fine, they translated it faithfully, and occasionally turned a "no" into a "nay."
>>
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>>723280502
this is why I always hate a majority of stalker mods and Stalker 2
they always want to make it look like single player Tarkov which is not at all the intended vision for the game
>>
>>723280924
Yeah, stalker 2 was so garbage in art direction compared to the rest of the franchise, it sucks having to remove all the grafix slop from stalker mod packs too
>>
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>>723274079
visions of mana reads good and the text doesn't deviate that much from the original japanese text. a rare case of decent localization nowadays (still hate how they changed some of the names though)
>>
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>>723280920
>Even your link doesn't agree with you.
you didnt read it.
>>
>>723273894
That's like 300,000 polys! Systems overloading!
>>
>>723279452
>mixels
No relevant to 3D, even if the textures happen to use pixel art techniques. And lots of Playstation games selectively used higher resolution textures.
>>
>>723281051
>>723280924
Wait you're telling me Analmeme + SSR + Atmospherics isn't peak Stalker?
>>
>>723273894
this game looked fantastic and the menu cinematics with the shadow figures are fucking amazing
>>
>>723281162
That example they give is pretty obnoxious. I assume it's cherry picked since, as I said earlier, OP's webm is basically a word-for-word literal translation, no embellishment unlike the example in your pic.
>>
>>723273894
what a horrifically looking game.
One day I'm gonna play the whole game just so I can fully expose how overrated that piece of shit is.
>>
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I spent so long tracking down this clip I knew of, that I forgot who exactly it was I was going to reply to with it.

https://i.4cdn.org/wsg/1760491172756042.webm

In the Ocean Dub of DBZ they would do little things that the other dubs in it, which I still greatly appreciate. Multiple times in this scene, when the POV takes a high angle in the room, they add reverb on the voices. It makes the room feel big.
They didn't have to do it. The original japanese didn't. Funimation didn't. Just Ocean. And I think it adds a lot.

What's the barrier to doing things like this?
Nothing.
Just having it occur to you. And having good taste enough to push for it, I guess.

Much of the expertise with low poly is like that. For people willing to just slow the fuck down, and consider what they're actually doing, it's a field of dreams. High graphics incentivizes the exact opposite.

--So, whoever needed to be told that, I guess I was replying to you.
>>
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>>723281160
Well fug, I was waiting for a Seiken Densetsu thread to post this version.
Palamena might be the coomer bait, but Careena does have some nice assets.
>>
>>723281771
ocean dub is for foreigners. it's shit.
>>
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>>723273990
Imagine needing "polygons" you filthy casual
>>
>>723281715
>it didnt happen
>ok, it happened a little bit
>actually, it happened a lot and ive been saying that from the beginning
this terminal internet poisoned thought process is fucking gay and im done replying to you.
>>
>>723281997
You don't speak Japanese, you read an article written by localizers congratulating themselves on what a great job they did and took them at their word. Even in this very article they say that the original script is really good which contradicts what you said earlier. You are gay and retarded.
>>
>>723281862
I played it for Karina mostly. VoM was one of those weird games where some aspects seemed really high budget like the character models and voices but others such as companion AI avoiding AoE attacks was really bad. I heard Squeenix axed the studio as soon as the game released, too.
>>
>>723281162
the direct translation is 100 times better
>>
>>723273894
Enshittification is real and one of its biggest tools when it comes to video games is pretending that people won't play a game if the graphics don't scream current year, like their hands are tied. Yeah some people would have qualms if an amazing story and set of mechanics were presented in a 2010 visuals package, sure. For me it'd be about disregarding retrocore pandering and just using a technically outdated level of graphical fidelity to be able to do funkier stuff mechanically, like persistent roaming NPCs and denser, wider environments. Never forget the levels of optimization that have been achieved in the past, and don't believe any of the shit that mediocre game devs tell you about what's not possible and what mechanics aren't feasible. Computers are magical things, and there is proof of what can be achieved at your fingertips. Game design is supposed to live and die by how able the creators are to not let good ideas die before their time. That's also why international IP law should be thoroughly amended, it's a huge reason we can't have nice things. Remember the nemesis system? Patents on game mechanics should be scrapped
>>
>>723273894
yes but 2007 Source Engine was the sweet spot and it didn't need to go higher.
>>
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>>723283506
Post a good example of it then.
>>
>>723279807
Look up kaze emanuar on jewtoob
>>
>>723283538
>>
>>723283814
This just doesn't look very good.
Contrast is KING and there's just not enough of it here.
>>
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>>723284182
K
>>
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I'd say I like both in different ways
Low poly MH was charming but the PCs never looked good. The guys were stocky and the girls were frumpy.
Now we have slender bods lit dynamically with realistic normal maps and muscle deformation... It's just so much better.
>>
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>>723284182
>>
>>723284696
You thought you were goofing but that's excellent proof. You can't tell what's off to the left at all, because there's no contrast there.

Now do this to any screen from any 2D Castlevania.
>>
>>723274079
because faggot fans want straight boring "authentic" jap ported to ingles
>>
>>723283432
I'd give my firstborn to take the wheel on a real game holy shit
I don't care if I have to wrangle sixty autistic in house coders in calls at odd hours on the weekend I would buy caffeine gum in bulk and read books on communication with the differently abled, I just want to embarrass the gaming industry so badly because the fruit has been hanging so low for so long
>>
>>723273894
This game looks like absolute eye cancer but the style of the cutscenes is extremely appealing to me
Really like the colours, too
>>
>>723285914
>I hate this, but I like it a lot
>And I also like this part about it
>>
>>723286064
The way the cutscenes are directed. It's made in such a way that you almost get the illusion that you're hearing the conversation, or at least that's the intent. What I don't like is the fact that the models, based on tasteful concept art, look like I'm looking at danbo through a prism.
>>
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>>723286418
Those models are the shit.
Take it back.
>>
>>723273894
>le epic jittery polygons
god the ps1 fucking sucked lmao
>>
>>723287175
Sorry bro but this is too much for me. I'm all for low poly but I'm usually talking Final Fantasy 9 and better, this is just jarring
>>
>>723287282
could be worse, could be shitty4
>>
>>723287291
Live moogle reaction
>>
>>723277209
The original FF7 was also made in about a year, which in hindsight is rather impressive
>>
>>723288867
No no no they were building up to it for quite awhile.
>>
>>723273894
indie troons ruined low poly
>>
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>>723289461
No they didn't you deranged individual.
>>
>>723273894
a little, yeah
quake 3 level is about perfect
>>
>>723274327
>>723280262
I never trusted this take on /v/ because it usually comes from EOPs. How can they even know what good japanese writing is like? The guy arguing with you is just taking excerpts from an article he poorly understands instead of pulling lines directly from the source.
I can count on one hand the times where ONE line was better in the english version*. Usually the whole script is just worse.
Keep in mind that vidya translators are the bottom of the totem pole. The ones actually proficient in japanese work in other fields. It's a systemic problem that will never get better.


* recent example was in uma musume where 僕の前に道はない. 僕の後ろに道は出來る was translated as "There is no path before me. Only in my wake."
It slightly changes the subtext and loses Grass Wonder having another weeb moment, but it undeniably goes hard.
>>
>>723290241
>and loses Grass Wonder having another weeb moment
(because she was quoting a classic work that everyone in japan should know after finisihing high school)
>>
>>723273894
Look at blue archive or wizardry variants Daphne
>>
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>>723290779
>>
PS3/360 games had this nice, janky crispness to them that I can't explain well, maybe as a result of being the hump to HD. But I think graphics were perfect right there. I actually dislike the smoother fidelity they've since achieved.
>>
>>723278573
She's so good looking. It's a shame she is just a damsel in distress in the entire game and that the story would be literally the exact same if she wasn't even included.
She is an agent just like Ashley so it would've been cool to see her do stuff
>>
>>723273894
ps1 looks like absolute dogshit with all that aliasing and pixel warping.
you should have used the n64 instead. the n64 really was peak graphics.
>>
>>723280906
I never discovered that until I got stuck at the last boss and had to search for some advice on the internet. I was literally doing like 1% of damage per hit to the boss and wasn't even close to defeating it until I discovered that. It was weird because I hadn't had a problem with any enemy or boss in the game until that point so I thought my weapons were good enough to beat the game. Turns out, seem like they were dogshit and I needed to craft way better stuff
>>
>>723291378
PSX had problems wit polygons but N64 had problem with textures. They looked like shit, all washed up. Plus the cartridge had very little storage space for that time already
>>
>>723291568
proper 3d rendering >>>>> textures
>>
>>723291810
>While GC didn't had the 3D power
wrong again
>>
>>723291897
>wrong again
you can watch for yourselve videos comparing ps2/gc/xbox. Xbox was crearly the winner by far while ps2 had the second place with only a very few expeptions like RE4 which was a game that meant to be exclusive of GC so probably got a lot more care on the optimization for that console
>>
>>723273894
This kind of writing is extremely rare in JRPGs. Even if you just reduce it to the dry Japanese script, you won't find the same kind of natural dialogue and interactions in the vast majority of JRPGs. Most writing is the same trope-ridden trash you see in Trails where characters just stand around to fire off their anime trait-flavored dialogue. All 50 of them in a row.
>>
>>723273894
>>723274459
>>723278573

The problem isn't the graphics, but the fact that we sacrificed god-tier or at least good art direction for realistic graphics and the game's visuals suffers as a result. I don't mind realism, but it has to have an artistic flair that makes it pop out, which most games don't do because just like physics in games in relation to lame animations that have no bearing on gameplay, art-direction is ignored in service of realistic graphics.

>>723292238
The guy that did the localization really lent into the Old English type of speech for the characters. It gives the game's dialogue a very unique flavor that I've yet to see in any other game. I love it.

Apparently, the Japanese is literally just modern Japanese though, though I doubt it's trope ridden generic JRPG speech,.
>>
>>723292238
God I miss FFX
>>
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>>723273894
Early to mid 2000s is where it's at. Stencil shadows and the dynamic lighting methods used back during this time specifically. Something lost to time unfortunately. I don't like how game lighting looks anymore. Aiming closer and closer to realism unfortunately just ended up looking boring. IMO this aided atmospheric games immensely. My comments are less to do with polys, but I do generally consider the detail on models and assets as acceptable enough that it doesn't bother me so much.
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>>723295469
I like the lighting but that wall pattern tiling is way too repetitive.
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>>723285764
Maybe you could do great but you might also be surprised how fucking hard it is to make a good game. Then again for AAA it's mostly the business and marketing people who hold them back from making good games.
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>>723295590
For me it's just all about the dynamic lighting from this era that is hard to replace. I just legitimately believe it's impossible to make something atmospheric again when we went past this model of doing it. It would even aid modern games.
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>>723289494
ok, troon
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>>723273894
The ending made no sense at all.
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So are his ass cheeks really just hanging out like that or is it just wonky pants colors?
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>>723274459
>Vagrant Story is where gaming art style peaked.
>>723277895
>This game is a technical marvel.
You guys are thinking about Metal Gear Solid.
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>>723298698
What's the technology of it? Why does this look so good but modern games look so fucking bad? I want to understand it.
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>>723299030
looks like his pants have an ass cutout
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>>723280636
>ring light reflection highlights
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>>723299030
>assless chaps
Somehow, this probably isn't even the gayest Squenix design.
>>
>>723281894
N I G G E R
I
G
G
E
R
>>
>>723273894
I'd like it to at least not render like liquid shit
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>>723282219
take the L retard, its ok to be retarded
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>>723297773
If you have the funds, you can get the people, and if you have the people, you can make something to show off, get the money to pay your people to finish it.
>well if it's so easy then-
Money. You make a prototype with your buddy all you're doing is telling people that you can make an indie game and should, and that you have too much time on your hands
>what do you have that other people don't?
People generally do not run game studios for money. I personally know people who work in the industry and would be betting the farm on their own game if they just cared enough to give up their day job. There are seriously capable people out there who would make better games if they didn't answer to anyone. It's just not that attractive even if you think you can do it and fund it.
>>
>>723299082
Because the "reflection" is just a transparent surface and there's a copy of the same room and the player underneath. Which imposes doubled performance load on the system, which wasn't a problem 30 years ago, but kinda is today when even a single instance of a scene can't be rendered above 30fps
>>
>>723299360
worst parts about devs making 3d retro
>low res filter
>wobbly textures
>wobbly vertices
>unfiltered textures
it looks fucking hideous every fucking time
>>
>>723299413
NTA but another point is that people care about reputation as much as they ever have, a studio that is actually doing exactly what they want to do could gain a lot just on that alone. The freedom to be honest and not have to be the scapegoat for execs and shit would make you seriously attractive to a large minority
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>>723299479
Not the reflections but the lighting. The shadows look fucking amazing and it's real time and the light even has that shape in front of it which shows up in the shadow perfectly. Unity and Unreal can't do this.
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>>723273894
no
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>>723299818
I saw this webm here years ago. What's the significance of it?
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>>723299818
I'm surprised more people haven't copied this style for modern games

there's like one that I can think of and I forget the name
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>>723299656
Having eye pain and being nauseated are part of the quintessential retro experience
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>>723278974
Why the fuck are all indie shit games trying to mimic the EQ don't try to do EQ graphics? Played Erenshor and it's just vomit inducing. Pantheon just looks generic. There's another one which name escapes me (Monster something iirc) and it also has cartoony Minecraft artstyle. So tiresome.
If they like EQ why do they hate its' artstyle so much?
>>
>>723299915
It's from a demo disc for MML2 IIRC. I don't think it was released in English, I think this is a fan translation.
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>>723285764
My idea was to basically pitch the game using a comic with a patent already secure, basically establish the IP before even doing predevelopment
By comic I mean the equivalent of a manga, as stupid as it sounds I got pretty far before I dropped it as a hobby project
>>
>>723299993
just no

if you're gonna make a game in current year it needs to run on native res on my monitor without graphical gimmicks from the ps1

the only exception is pixel perfect 2d games
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>>723300025
Sounds obscure as hell. Why do I remember it from like 2021 or something?
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>>723299915
It's from the MML2 demo. It's just a good example of how MML is basically just an anime in low poly vidya form.
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>>723300078
That's the power of SOVL.
>>
>>723273894
The texture work is what makes this AAA.
Low poly modelling is easy. Giving it textures to make it look good is hard.
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>>723292052
Nothing on PS2 comes even close to the Rogue Squadron games on Gamecube.
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>>723273894
You need more poly than this?
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>>723299998
There was Legends of Old but the dev went crazy. He was making a singleplayer MMO like Erenshor and then suddenly patched it into a coop instance runner which to be fair I'm not opposed to conceptually but the dev killed the old version and the new one just isn't very good.

Monsters and Memories tried to do blocky EQ with high res hand painted textures. I think it looks okay but in some parts they went a bit too blocky which clashes with the otherwise modern parts of it.
>>
>>723299818
>crashes your balls
>>
>>723299756
Projected textures. They're a thing since the N64 era.
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>>723299998
erenshor looks so fucking bad like I get the guy doesn't have artistic skills and bought all the assets so that he could make the game but holy fucking shit at least look up some color theory it's gotta be one of the ugliest games I've laid my eyes upon
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>>723299220
This isn't even the gayest character design of the game.
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>>723300301
I guess I saw some early screenshot of Monster and Memories. Looked it up and guess it doesn't look that bad now.
>>723300468
Such a shame. I just hope he can iron it out in 10 years it takes to come out of EA.
>>
>>723298698
You can make dynamic lights like that in UE right now, minus the detailed reflection. I don't know why indies don't do that. AAA don't do that because AAA UE games are already bloated unoptimized crap with performance issues.
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>>723278093
This is such a dumb meme. The enemy of art is the absence of vision, self imposed limitation is what vision is.
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>>723278093
Idiot.
The enemy of art is limitations.
Empowerment, beauty, good, aids it to build.
Good comes from good.
Not cages.
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>>723273894
All I knwo is that I'd take this over photorealismslop and scanfaces
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>>723278295
But you don't need ears to draw paintings. Maybe the noise was too distracting.
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>>723278093
>the enemy of art is the absence of limitations
The irony of this is that Metal Gear Solid was a step backwards in videogames. It ADDED limitations and became worse as a result.
Half-Life made games more like movies by adding scripted sequences without negatively impacting control, the one thing that separates games from movies. It didn't impose limitations and it elevated the entertainment without compromise.
Metal Gear Solid made games more like movies by removing gameplay and replacing it with cinematics and dialogue. Metal Gear added limitations for itself and it resulted in the art being lesser in its chosen medium. Get fucked, Kojima.
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>>723299756
>Unity and Unreal can't do this.
Unreal Engine 2 could do it. Thief Deadly Shadows, Deus Ex Invisible War and the first 3 SC games did stencil shadows as well. Most of my nostalgia for stencil shadows stems from Deadly Shadows, Fear, Riddick and Splinter Cell, to some extent Doom 3 as well. Less so Deus Ex since it was a pretty weak game overall. older builds of Unreal had radically different lighting I suppose.
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>>723301232
>Splinter Cell, to some extent Doom 3
How is Splinter Cell more of a stencil shadows thing to you than Doom 3, considering that Doom 3 is all stencil shadows and zero static lights?
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>>723285764
I just want a modern successor to RR1, RRR, Daytona and Sega Rally fused together with a heap of tracks and cars, plus several different offline and online modes focusing on time attacks, 1v1 races. Time attack instantly filters zoomers, 1v1s filters the majority normies "gamer™" millennials, and it'll be compatible with negcons and a whole host of wheels. I'll have some cabinets made up too and it's packed with house music.
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>>723300629
>I just hope he can iron it out in 10 years it takes to come out of EA.
he has to have sold enough to hire an artist but I don't know if that's the plan
>>
>I'd totally play games if they still had these pixelated cube-cone people
no you wouldn't lmao
>>
>>723301180
>without negatively impacting control
Gordon, go play with your toys while mommy and daddy progress the story
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>>723301232
I seriously don't understand how Epic chose this current path for UE5 rendering when they've done things in the past that look much better.
>>
>>723273894
I never really cared about graphics, but nowadays I actually prefer this sort of look for video games that allows them to focus on things that actually matter like the scale of the world and physics and stuff that really make the game world feel more immersive. Being able to see the peach fuzz on a woman's face doesn't make the world feel more realistic and alive.
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>>723301232
The Splinter Cell games used shadow maps, not stencil shadows.
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>>723301303
Because stealth games generally place emphasis on you paying attention to how things are lit or how the scene is lit. If The Dark Mod was available at that time it would have had a stronger impression in my memory in regards to nostalgia's sake. But coincidentally now the Dark Mod actually strongly represents what I'd like to see in lighting.
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>>723281908
>He uses pixels
lmao pleb
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>>723301180
He's wrong but he's also not talking about limitations on the player, he's obviously talking about limitations during the creative process
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>>723278093
The enemy of art is deadlines.
More powerful tools gave people ways to do their work faster and better, but this benefit mostly sidestepped everyone who wasn't a deadline obsessed shitter, since it just meant that deadlines could be hit faster with lower quality work.
In collaborative media, there are people who are practically hired to ruin other people's work just because they can hit deadlines faster than someone who could actually do the job properly.
The problem is that sloppy deadline oriented work will always be what managers will prioritize, because it lets them play office politics better. An even bigger problem is that this doesn't even mean that the project will hit its deadlines, because the manager is incompetent and will waste time, effort and money.

Even your example represents something that took time to make.
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>>723295469
This. Fear, escape from butcher bay, sc chaos theory, doom 3, prey. Graphics peaked around that era.
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>>723301567
Well I thought it looked similar but apparently you'e right. I should have just stuck to Deadly Shadows as my main example. I didn't realise it was shadow maps. But whenever I think of it I generally think of the Thief game because I played it a lot.
>>
>>723281908
>>723301637
https://i.4cdn.org/wsg/1760518174119091.webm
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>>723301734
I think we're all forgetting that actual money is laundered through companies that come in just to ruin artistic vision and there's a concerted push to shove in more nepotrannies into various companies.
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>>723301232
I really liked lighting and these blocky shadows in Nwn1.
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>>723302076
God I hated the way NWN looked.
>>
>>723274079
Let's just give a little localization/translation example. This isn't from VS and I'm not trying to make a straw man.
そうじゃない。[sou janai.]
Lit: "It's not that/it's not like that."
This sentence is without context, so it's hard to say what is going on. Maybe a girl is denying an accusation, or a villain is being ominous. There's no intonation, but a Japanese person reading it, would get the context and insert the "acting" directly into the reading.

The literal translation is correct. But do we spice it up? Well... Why? Can English readers not understand context? Are we perhaps reading into the Japanese context ourselves, and clarifying something only apparant through Japanese grammar? If it's a villain, maybe an ominous ellipsis? "No... That's not it." If a girl is denying an accusation, would it be more natural in English to say "It's not like that at all." Perhaps the girl has a catchphrase she always uses, and would je appropriate here.

I'm just talking about how American localizars seem to think. Personally, I think translation that is closest to the source, without additions, and still correct English, is best. Basically all anime fansubs I've ever watched.
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>>723301813
TBF those shadow maps have better resolution than the ones used in most modern games.
>>
Guys, RAYTRACING SUCKS.
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>>723282465
It is so much better, it's insane how they fool themselves into thinking it's needs changes.

Terse is good in English too you faggots.
>>
>>723301981
>Nepohires
Yes, there is a major problem of consulting firms being a prime way for the company to be overrun with nepohires, especially since executive positions tend to be filled with former consultants, who just hire consultants from their former firm to tell them how to do their job.
>>
>>723301559
I would've sworn I wrote this post. Agreed.
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>>723281715
>OP's webm is basically a word-for-word literal translation, no embellishment
Can you read? These aren't remotely "word-for-word".
>地震で生じた暗礁が海流を変化させたようで巨大な渦が所々にあって、やっぱり侵入は無理ね。
>Nay, sunken reefs that rose during the earthquake form a gauntlet of whirlpools... too dangerous.
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>>723302289
>Basically all anime fansubs I've ever watched.
lmao. fansubbers can barely get the simplest shit right on the easiest 女児向け anime to be trusted with anything even remotely complex or context-dependent.
https://i.4cdn.org/wsg/1759864459210011.webm
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>>723274079
it's the direction of the scene, not so much the lines themselves. the pauses, the camera, etc. imagine it as just a static overhead shot with the line at the bottom of the screen and the next one coming up as soon as you hit the button
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>>723304263
Yes. You get it.
I wish more writers and subtitlers understood exactly what you just said.
Subtitlers somehow drive me more crazy with it. They'll ignore pauses altogether and put text on screen that won't be heard for like 15 more seconds, it's so damn stupid.
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>>723304045
What was wrong in that clip?
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I miss late 90s to early 00s 3D shit
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>>723304761
there's just something about the simple lighting, somewhat blurry textures and low poly models and the semi-realistic photobashed texturing style
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>>723273894
No, but we need floating point math
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>>723304823
For me, that something is visual clarity while the game still looks nice. Game's having actual contrast and not being filled with shitty fog is also a big plus
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>>723273894
Anything more then a quad is too much
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>>723305007
visual clarity and contrast are a big part of it yeah but you can have that with different sorts of art styles
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>>723305440
yeah indeed. Max Payne is another nice example from that era, those photo-textures are timeless and the game still looks great
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>>723305440
There pretty much is nothing more important for design than contrast.
If there's a king of design, contrast is it. It's generous to call everything else a knight.
>>
This thread just makes me sad. The sovl is gone forever and it won't return, it's all just increasingly sloppy slop
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>>723307128
Your mom give me that sloppy sloppy through my jorts :(
>>
>nay

Modern gamers would literally have to call their mom and ask what that means
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>>723306715
I don't know when it started but there's been an epidemic of low-contrast games that's lasted for years
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>>723308119
>I don't know when it started
Half-Life 2.
That was the first brown shooter.
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>>723307128
It will return.
We have just recently hit carrying capacity in an undeniable way.
But I am sad that it took THIS LONG for people to recognize high-graphics as the pitiless plague that it is.

It seemed like no one was talking like this 5 years ago.
The swingback will be massive.
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dreamcast.
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In case anyone wasn't already thinking about it
Or hadn't already saved it
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>>723308451
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>>723275637
I thought the op gif was a horror game
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>>723308748
How is this game still so fun despite being so old?
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>>723304761
Is this nightmare creatures?
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>>723309079
heretic 2
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>>723309038
On the contrary the controls have aged terribly compared to the good memories but the game itself has rarely been copied so it still feels unique to this day
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>>723309348
PSP2i controls a bit better but yeah

in some alternate universe sega remastered PSO without fucking it up I wouldn't trust sega in our universe to do it
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>>723291279
I think the plan was to make her playable or at least actively involved in gameplay but they couldnt make it work
>>
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Bring back late PSX ass technology NOW!!!!
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>>723309845
it's just a painted texture
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>>723309845
That's a sexy painted texture
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>>723308451
Damn, that looks really good. How the fuck did they pull it off on Dreamcast?
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>>723310116
competence
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>>723309038
Sometimes simple is more fun.
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>>723309927
yes, and?
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>>723309532
me neither kek
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>>723281160
uncanny as fuck soulless mocap
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>>723281771
>english dub from DBZ
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>>723278679
>Quino in my /v/

kino
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>>723274709
>it's nice to see new indie games adopting it more now.
if only they managed to make them run anywhere, I played a dark souls clone and it runned like shit
>>
>>723312038
Poor baby, I'm sorry that this maddeningly specific example didn't belong to something else.
>>
>>723299928
It requires actual art direction while most indies are just trying to throw some visuals together.
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>>723308451
Is that sega bash fishing?
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>>723312893
Yeah, you could have choose a good example instead
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>>723278467
yeah, he did cut his ear but no to make better art
he did it because he was a schizo
>>
>>723313836
A series that's been dubbed in english multiple times with one version giving reverb to scenes that show the size of the room from above?
No, actually, I don't think I could've, you penis.
>>
>>723312392
>runned
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>>723273894
>Playstation 1 game
>hot chicks

>Modern games
>ugly dykes

We're going wrong
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>>723314592
Playstation 2 chicks are even hotter
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>>723314592
>>
>>723314887
just two dudes being bros
>>
what is it about low-poly that draws snowflakes to itself like catnip
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>>723314887
She was a woman all along!? Just like in my doujins!
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>>723315270
?
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>>723315324
>I'm not like other gamers, I prefer LOW. POLY.
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Why do we get so many indie shit with ps1 graphics but no games with PS2/GC graphics? It's because is harder?
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>>723273894

>Japanese dungeon crawler
>Omega level chad protagonist
>Dark political storyline
>Fantastic creepy soundtrack
>Autistic levels of combat strategy

This game was such an underrated master piece.

Absolutely peak PS1 game.
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>>723315734
we can't, we don't know how to do it.
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>>723315904
Its also bonkers optimized
the game - minus pre-renders - fits entirely in PSX sys memory to eliminate loading times. The whole damn thing: just a handful of megabytes.
It's the sort of game where even the most inept of diversity hires could port, require two orders of magnitude more resources, and it would still run just as good.
It is such a guaranteed win for a modern Steam/PS port, with nothing more than fast load/save times changed above the original, that of course Squarenix does nothing with it.
>>
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>>723279521
>And the final boss is way better.
it's the same except you have to move around more and fight ads. and also now saddler has no personality and has barely interacted with leon at all.
>>
>>723316638
Meh
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>>723316430
I swear I remember there being slow down during some encounters, but I haven't played it in ~20 years.
>>
>>723315734
>It's because is harder?
Nah, it's because they'd look like games with bad graphics, ps1 style is low poly extremely pixelated style, which is actually harder to do, because the first instinct you have is to use more polygons and higher res textures.
Plus, the game you posted literally looks like any other game you could buy today, just lower res and poly, there's no distinct art style linked to the ps2.
>>
>>723308748
>>723310616
how do I get into PSO? never had the chance to play them growing up and I wonder if they are still worth a go as sp games
>>
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>>723314517
sorry english is not my first idioma cabeza e webo and i dont have any respeto for it

Still, psx graphics look cool, but devs need to optimize their shit so it can run fine, it doesnt make sense having trouble running a game like "prison of husks" while I can play MGSV just fine
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>>723322210
black PSX magic
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>>723283814
You're just posting the game you played as a kid
You think it looks good because of nostalgia, meanwhile Vagrant Story actually looks good regardless of nostalgia
Learn the difference
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>>723322210
isn't that just a lightmap?
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>>723322491
it's vertex coloring
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We low poly posting?
>>
>>
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>>723323531
is this game ever coming out?
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>>723323571
probably not
>>
>>
>>
>>
>>
>>
>>
I was pro low-poly but now that I see it can be used to create generic anime garbage I hate it
>>
>>723325797
/trash/poster...
>>
let's get back on track (to vagrant story)
>>
>>723303149
Yeah that particular word bubble isn't word-for-word but it's close enough to the original for my taste. They are just trying to represent what the original is saying, they're not pulling shit about "fat sows" out of their asses.
>>723321708
>sp games
Not really, no. For multiplayer, go with Ephinea. https://ephinea.pioneer2.net/
>>
>>723300693
Wrong. Look how stupid posters here are. Same as your stupid post. You have unbridled freedom and that's precisely why your brain is rotted. If you were caged you would be more hyper focused.
>>
>>723315374
zoomers like you don't get it but it's not your fault you grew up in a soulless mobileshit world
>>
>>723321708
PSP2i is more single player worthy but they were always at their best in coop.
>>
>>723273894
Cutscenes and music are by far the two strongest points of this game, elevating the whole thing to its status. The actual gameplay was plain bad, solo jRPG with weird systems and stupid constant QTEs.
>>
>>723322491
>>723323027
To expand on this. Effectively it is a lightmap but it is baked into the vertices of the model. Vertex color is a way of storing RGB color values in the vertices. In this case they're going from white to blue to black to fake lighting. Ingame it is rendered with the texture so it looks like the room is lit.
>>
>>723283432
>Enshittification is real and one of its biggest tools when it comes to video games is pretending that people won't play a game if the graphics don't scream current year
Tons of normies won't touch games that look like they were made 20 or 30 years ago. Tons of normies is a lot of potential sales.
>>
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>>723312392
>runned
>>
>>723323869
god these uv maps are so clean
>>
creating models and environments like these ps1 games is unironically more difficult to do now than just settling for unreal slop. personally, im one of those zero talent individuals incapable of learning new skills or getting better at existing ones so i need to wait until AI can do consistent low poly models for me.
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>>723315734
I miss animation systems as fluid as that one. All modern games, including japanese ones are jittery and janky as fuck.
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>>723328607
enshittification is when you care more about sales than you do about making a good game.
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>>723301734
cope
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>>723278704
Blood Omen was first vidya ASMR ever made
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>>723291279
she's intelligence or a scout, not exactly a field agent with combat experience like he said
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>>723300563
sydney isn't the gayest design, despite him having no pubes, that goes to rosencrantz with his blood red bondage gimp suit
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games did not need to progress past this point
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>>723320165
Some of the magic and effects had slow down or perhaps it was a deliberate design
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>>723330802
Accurate.
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>>723331602
This was my first open world game and one of my first PC games I ever played and I fucking loved it as a kid. Then I found out how everyone hated it as an Ultima game but I didn't care. It was buggy and hilariously easy to sequence break.



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