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File: 4MAEYzQd.jpg (275 KB, 1254x1254)
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How do you explain this
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>>748931701
Do you realize that (you)s aren't karma? Do you realize you're not getting anything from having all those multiple digit numbered codes next to your post?
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>>748931701
old games looked the way they did because the devs had hardware constraints to work within so they engineered everything to look as good as they can within them
these pixel "art" games have no such constraints and they're just some dev randomly jerking off their "skill" by making overdesigned sprites to show off their skill and complete lack of appreciation for the original and a full incapability to judge aesthetics
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>>748931701
not enough orbs
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>>748931701
nostalgia
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>>748931701
Pixel art has always been about even limiting your palette. You can use a lot of colors multiple times if you know what you're doing.
T. Pixel fag.
See these rails, see that little green and blue marks on them? Quite unnecessarily, the shadows arnt that dark either. that grass is heavily textured etc. Pixel art is about putting details where necessary but other parts you can simplify because they are really not that important. Its not about cramming as much detail as possible. There are multiple ways to handle this while still give the ILLUSION of details.
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modern "indie" games are made by "game development major" graduates who spend more time thinking about how nice it would be to play games rather than playing them
they genuinely do not make good/fun/pretty/etc games, they just skinwalk stuff they've observed without any of the history or intent behind it

its the same effect you get looking at porcelain dolls next to real people
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>>748931701
You being over 30
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>>748932484
/thread
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>>748931701
"good pixel art" in this example is "pixel art tutorial" pixel art. This is not the same as the pixels specifically designed for a CRT TV which is why it doesn't scratch the same itch old games do.
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>>748932484
>>748932742
I'm sorry that nobody replied to your post but this ain't it
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The world used to have soul.
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>>748931701
If you want a real answer, it’s because these indie games are only drawing inspiration from other videogames, whereas the games of the past that are remembered fondly were made by people that got their ideas elsewhere. You can’t make a good cartoon if all you do is watch cartoons. You can’t make a good movie if all you do is watch movies. You either need to have an interesting life experience or consume and absolute ton of different media of all kinds.
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>>748932805
>"pixel art tutorial" pixel art
This is the best, most succinct explanation I have ever seen for this shit.
>nooooo you can't make a leaf light green to dark green you have to go yellow to neon green to dark turquoise!
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>Wall of text
.
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>>748933208
>dark turquoise
The "cold shadow" in that example looks horrible, too.
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>>748933660
and it's done.
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>>748931701
What's the name of that SNES game?
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>>748933914
Nigger Trigger
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>>748931701
https://en.wikipedia.org/wiki/Nostalgia
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>>748933948
No, really
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>>748933208
>>748933495
I mean, if it worked for Trials of Mana...
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>>748931701
It's derivative
They're actively trying to copy something the older games themselves didn't envision, an emergent property basically
Very hard to replicate, it's why I gave up on making an action game with FFXII graphics
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this is an ad
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>>748934109
the funny thing is that bridge is maybe 5-6 colors as a whole.
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>>748934109
Nuh uh. The leaves in that screenshot go from yellow to green to black and to dark blue.
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>>748934109
One of the prettiest games ever.
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>>748933119
>dude life experience lmaooo
I bet you believe in the zelda mythos as well.
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>>748931701
I don't think that looks fake and artificial. It looks pretty good to me.
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>>748932805
who even came up with this coloring style?
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>>748931701
The best pixel art back then came from artists who were hired for their classical training. Pixel artists of the internet age assume no art background and work backward from games of the past. The process is fundamentally different.
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>>748934352
Old vidyagaemz.
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>>748934352
Reflected light
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>>748933380
>>748933879
Why?
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>>748931701
It's this
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>>748931701
Here's some things that would increase the soul level
>make the walkway arched and have the players sprite move up and back down when they cross
>make the water deeper and darker and put mirrored sprites reflecting in it
>flavor text when you inspect the rail at the middle of the bridge
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>>748934352
uhh stardew valley ig
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>>748931701
It's not cohesive. Look at the trees compared to the cobblestones. They were made separately, probably by different people, then dragged and dropped into place.
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>748932812
2 People did. hehehe but you arnt getting one from me!
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It died when the GBA came out
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>>748931701
>>748932484
Not even just the palette. Old pixel art was full of limitations. From memory to resolution. And it was made to look good on a CRT. Modern pixel art often has too many colors, too many details that would be hidden or distorted by scanlines and so on. Doesn't mean it looks bad, but I remember the Shovel Knight devs for example saying they purposefully didn't want to follow NES limitations, so it looks good but inauthentic
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>>748931701
Because it's not old, it's new - It was made by a person you could argue with on twitter. Old stuff is made by people who didn't have this sort of mental baggage that the modern world brings on. It's the same reason why movie stars aren't the same now as they were in the 90s, because social media ripped away the mystique and revealed these guys are all retarded or at least have had a retarded moment.
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Pixel art isn't strictly speaking a real artistic discipline and beyond the fact that tools are simply different these days this conversation is always poisoned by retards that have extrinsic motives for pretending to dislike the artwork of a recently released game and a total inability to actually clarify any issue they have with its design sensibilities and purported failures to live up standards and restrictions of various retro systems both real and imagined.
You may now Proceed with roleplaying with yourself on this dead image board about how cool and old school you are.
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>>748931776
They get paid by the reply to make the board less usable, and gookmoot gets paid by views on the ads.
>>
Because for old games, pixel art wasn't an "art style" necessarily.
>>
Indie games don't follow the same limitations as old games had to and your brain subconsciously picks up on that.
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>>748931701
millennials made do be like that
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>>748933119
I like how this BS went from living an interesting life to just watching movies when it got transferred over to video games discourse because game devs have been shut in fucking nerds since the 70s.
Hey fag: video games are better than movies or music or comics.
>>
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>>748931701
Here's the real problem: you're comparing Japanese pixel art to westoid pixel art. You should be looking at modern Japanese indie games instead.
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>>748934109
Listen Liberal, my knowledge of Pixel Art starts at Super Mario Bros and ends at Pokemon Platinum so you can shove your communist detailslop up your ass, biatch.
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>>748937821
Shit looks worse than Metal Slug
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>>748931701
That is using way too much anti-aliasing on background tiles. If you use that much anti-aliasing (even if manually done), it stops looking like legit game pixel art. Everything stops looking tactile because in a pixel art game, there really is no such thing as anything less than a pixel so the anti-aliasing just works against the medium even if it may technically look better from a pixel art standpoint.
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>>748937891
unfair comparison, most 2D games look worse than Metal Slug
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>>748931701
imo, overdeveloped animations kill the vibe
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>>748934261
Too bad about everything else, though.
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>>748931701
Today's pixel art games are high resolution or uses tweens moving sprites, making it "use sub pixels". Maybe that's it?
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>>748931701
I think its the fact that despite the high fidelity of the pixel art there's no real "vision" to be gleaned from this game's graphics. Nothing makes it stand out. Pixel art isn't an artstyle in and of itself, you have to be unique with pixel art too. Look at Metal Slug. Those games clearly had incredibly creative and imaginative artists in charge of the graphics. This looks like generic indie retro throwback RPG #252
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>>748938076
And also too expansive color palette.
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>>748937848
Oh right, Pokémon doesn't do that much hueshifting, does it?
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>>748938076
>subpixels
Old CRT games did too using some tricks from how the tubes worked.
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>>748938076
Can't be it. Subpixel movement is a technique used even by Metal Slug.
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>>748938147
Pokemon didn't do much in general.
The sprite work was basically the only good part.
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>>748931701
old games had to have that art due to tech limits new games do it for shitty muh art
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>>748938147
Nintendo games in general do not go crazy with their colors. That is because Nintedo is a sane company.
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>How do you explain this
old good new bad
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>>748934730
https://www.youtube.com/watch?v=LKCrOLcDbjE
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>>748931701

not enough repeated tiles, old games had a limit on how much they could display, no matter how good the pixel art was, so they had to re-use certain assets cleverly

look at the 4 posts on the bridge, they all have a slightly different texture. in an actual retro game they would have all been identical
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>>748931701
2d tilemaps are less restricted now so you can waste a lot of disc space on over-detailing bridges and walls and canals, etc. In the past they had to make do with what they had and going overbudget on their tile map could only be done on really important set pieces.
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>>748938527
yeah good point. there was a certain sense of symmetry
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>>748938481
Exactly. It's a great take from him, and absolutely true and applicable to the modern world as well.
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>>748931701
>It just doesnt FEEL right!
It's a cope. No further explanation required.
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>>748931701
The "fake and artificial" is just lack of polish from not having a giant dev studio and triple A funding.
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>>748940335
says you. having a bunch of employees all pissed to be there and with no passion at all about the product just tends to make things extremely artificial.
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>>748937891
most games look worse than metal slug so that isn't really fair.
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>>748940384
The old games they're imitating all had a bunch of employees and a lot of money.
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>>748937821
I've found some Japanese pixel art styles to have a somewhat "muted" color palettes. That pic and Cave Story both show it quite a bit.
But why?
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>>748931701
If you're going to put that much effort into the pixel art, just make a low poly 3D game instead
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>>748931701
It's because you think it's imitating 90s pixel games but in fact it's imitating mid-to-late-2000s pixel games which are actually considered retro by zoomers now
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>>748940890
Every day we stray further from the light of the idea.
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>>748938321
That's a Capcom game though
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>>748940986
Yes, but developed under Nintendo's direction.
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>>748936509
This game is gorgeous and it slaps.
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>>748940948
Bottom right looks amazing though.
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>>748931701
no limitations
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>>748940948
>posts the coolest shit ever
>calls it bad
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This motherfucker is to blame.
>>
because the indie dev was using a far more expansive color palette than actual devs could back in those days, so it comes off looking like a poseur. because it IS a poseur. at least that shitty Mina the Hollower game got that bit right, although it meant the game is ugly as sin as most of the shoddy, forgotten games of the era were.
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>>748938387
They don't think it be, but it do
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>748931776
Get a load of this retard with 20 less (You)s than OP.
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>>748941313
shame about the actual game's millennial writing
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>>748931776
>>748943759
Whoops you forgot to quote properly, there you go anon.
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>>748932805
What the hell is an orphan pixel?
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>>748932484
How would you judge the Suikoden 2 look in comparison? It's a game always praised for "pretty big sprites".
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>>748934548
wow the bottom looks way worse than the top



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