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Is 16:9 the death of soul, or do some retro games look better in widescreen?
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>>10868540
Just depends on if the devs made anything worth seeing beyond the 4:3. The example in your OP shows a little more of the building so I suppose that could be seen as reason enough. Just depends on the game.
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>>10868540
>forgetting about CinemaScope
I'd say the wider the more "retro" up to a certain point. At least 21:9 is true kino.
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>>10868540
PC version of NFS3 was the death of soul. It has nothing to do with the aspect ratio
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>>10868540
The background looks like something out of a Looney Tunes game.
As for your question, widescreen as an intended aspect ratio for a game is absolutely fine. Widescreen hacks to make a 4:3 game widescreen, on the other hand, is stupid. The games were designed for 4:3, and making them widescreen ignores this. Whole for somethings it doesn't really matter, in others it can fuck up the composition of cutscenes, or even normal gameplay, like making the player too small relative to the new screen size.
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>>10868540
Redrock Ridge... Home...
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>>10868540
Play the games as the developers intended
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>>10868801
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>>10868540
over-resolution is the problem here. you have textures and geometry that are meant to be about as blurry as each other at a given distance. then someone goes and makes the geometry 4x crisper, and now everything looks like a scene made of cardboard standees with a painted carpet ground
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>>10868540
neither
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>>10868812
W-W-Why Y-Y-You, I-I don't believe this. You can't just- Pfffft, this is ridiculous!.
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>>10868540
Games should be made to fit the IMAX aspect ratio, as Christopher Nolan would want it. And why not?, video games have become C-tier, jewish, Hollywood movies.
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>>10868540
RE4 had forced widescreen is because third-person shooters are better when your player model isn't obscuring the things you're shooting at. It's for all intents and purposes a 4:3 game, but one that lets you see Leon next to the 4:3 space
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>>10869785
Theres a hack that allows 4:3
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>>10869797
Couldn't find it on google
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>>10868540
If you'd have asked me 5-10 years ago, I'd have said widescreen on everything that supported it or it could be hacked/patched into. These days I'll only use widescreen on games that supported it on release. Even then I might not if it was a game with shit widescreen support, like you actually see less of the game because its basically just cropped 4:3.

I'm not a big fan of "updating" a game's visuals. It always loses something, game developers put effort into a certain aesthetic and I like to respect that. Not enough to use a CRT, I just don't like how that looks, but enough to play the games the way they were.
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Colony Wars is pretty rad in high def and wide-screen
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>>10868540
i cant believe anybody in their right mind would say that right looks better than left.
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>>10868540
>Is 16:9 the death of soul
Yes, but not just for games
16:9 killed entertainment as a whole
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>>10869797
It's practically open matte. It's kino.
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>>10868602
Darius from 1987 is presented in a Polyvision 4:1 aspect ratio (4x3*3).
It's the exact same aspect ratio as one sequence in the 1927 silent film Napoleon.
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16:10 was the true chad aspect ratio
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>>10868540
I see no point in it personally, but as long as circles aren't disgustingly stretched into ellipses then I don't look down on a person for playing that way (although I will look askance, as it is generally not a good sign)
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>>10868931
This, and you can also tell the same people who do this then go on the internet and tell people they think graphics from the N64/PS1 era have aged badly
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>>10869797
Where ??
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>>10868540
Yes but also >>10868603
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>>10868540
If the game actually renders content outside of the 4:3 frame, I will display it in 16:9 or, if possible, 16:10.
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Yes, widescreen ruined videogames and the eyes of it's victims. Rendering costs were increased, degrading performance for peripheral vision.



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