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/vr/ - Retro Games


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File: 780 KB, 600x800, 10086737-silent-thunder-a-10-tank-killer-ii-magazine-advertisement-pc-gam.png [View same] [iqdb] [saucenao] [google]
10359792 No.10359792 [Reply] [Original]

What is it about the early 3D retro aesthetic that is so appealing?

>> No.10359801

>>10359792
lack of realism

>> No.10359823
File: 46 KB, 640x480, comanchemaximum-1.jpg [View same] [iqdb] [saucenao] [google]
10359823

Hey /vr/, what was the first 3D-game that really impressed you?
The pic is related.

>> No.10359864

They're not fully realistic. It appeals to the imagination to fill in the blanks.

>> No.10360195

>>10359792
I think it's the simplicity of it. You can easily tell what everything is and where everything is.
I think that's very important for a video game, because for uber-realistic modern games, there's a ton of tiny details and it just creates a visual overload that forces your brain to just ignore a bunch of stuff anyways.

Also, it's realistic enough while still having enough space for an "art style" instead of just looking like the rest of the samey-looking realistic games nowadays.

>> No.10360263
File: 132 KB, 890x608, Star-wars-1983.jpg [View same] [iqdb] [saucenao] [google]
10360263

>>10359792
That's not what early 3D looks like.

>> No.10360283

>>10360263
That's not 3D, that's wireframe. Wireframe technically is not 3D because there are no objects, just points and lines that give the illusion of depth and space.

>> No.10360316

>>10360283
Lol.

>> No.10360965
File: 31 KB, 500x351, 30-cc9120dc404.jpg [View same] [iqdb] [saucenao] [google]
10360965

>>10360316
>i'll post "Lol", that'll prove my point and also my superiority

>> No.10360973

>>10360965
And it did, too.

>> No.10361005

>>10359823
Mirin' thos voxels.

>> No.10361007
File: 15 KB, 500x375, 72c.jpg [View same] [iqdb] [saucenao] [google]
10361007

>>10360283

>> No.10361008

>>10360973
Lol.

>> No.10361013
File: 217 KB, 850x1203, WingWar_Arcade_JP_Flyer.jpg [View same] [iqdb] [saucenao] [google]
10361013

>>10359792
I played too much wing war as a kid.

>> No.10361137
File: 2.17 MB, 960x672, 1672677042281965.webm [View same] [iqdb] [saucenao] [google]
10361137

>> No.10361162

>>10360195
>You can easily tell what everything is and where everything is.
I will counter with Air Combat being a game where it's sometimes really fucking hard to tell if you're about to fly in the ground because it's just solid color filling the whole screen.

>> No.10361163
File: 1.13 MB, 1125x703, vxuap5.png [View same] [iqdb] [saucenao] [google]
10361163

>>10359792
They didn't have as many fancy tricks to do the graphics. The majority of the N64's first-party games used nothing but the default SGI textures everywhere, most apparent in promotional art like pic related since they retain the full texture resolution.

>> No.10361246

>>10361137
This game has more radio chatter than Starfox and it is louder, and takes up 1/6 of the screen. It is a case of just because you can do it doesn't mean you should do it.

>> No.10361296
File: 96 KB, 1024x768, battleufo.png [View same] [iqdb] [saucenao] [google]
10361296

>>10360263
That is really nice, even nicer than Battlezone.

>> No.10361313

>>10359823
Quake. The polygonal monster animations were impressive, the lighting was spooky, and it completely blew my mind that the game had a whole custom programming language built inside of it running everything

>> No.10361331

The shitty attempts at realism and failing every time. It's like a perpetual industry-wide trainwreck that lasted 5 years.

>> No.10361337

>>10361331
Only 5 years?

>> No.10361364
File: 529 KB, 960x1280, Legend of Dragoon.jpg [View same] [iqdb] [saucenao] [google]
10361364

I love the whimsical look of it. It falls in the cracks between realism and cartoon, which gives it a fantastical otherworldly look. It FEELS like a fantasy world, which gets your imagination going. Like this render here makes me want to explore that world more than anything hyper realistic ever could. I wish we'd get to the point where this SGI Workstation dreamy vibe made a comeback in the retro throwback world as opposed to eternal SNES-like games.

>> No.10361378
File: 192 KB, 936x1436, 1570488425627.jpg [View same] [iqdb] [saucenao] [google]
10361378

>>10361337
It really was only about that long. From about Donkey Kong Country in 1994 to the end of the PS1, so like 2000? You had a little bit on the Dreamcast but by the time you got to PS2 that SGI look really stopped being a thing, which is a shame.

>> No.10361379
File: 60 KB, 800x498, bryce3d.jpg [View same] [iqdb] [saucenao] [google]
10361379

>>10361364
I too like that surrealist early CGI vibe. Old POV-ray and Bryce 3D renders always give me the feels.

>> No.10361387
File: 974 KB, 1230x1500, y96rv29nnep51.jpg [View same] [iqdb] [saucenao] [google]
10361387

>>10361379
https://youtu.be/pzEUAU6yQIw?si=g4rmEIam5bEw8mDn

This is an interesting project. I love the idea of making the game look like the promo renders. It's not perfect yet but they're pretty close.

>> No.10361392

>>10361379
Do you have a Digital Blasphemy desktop wallpaper? LOL.

>> No.10361397
File: 267 KB, 2284x896, 0uvv5ohgrfo41.jpg [View same] [iqdb] [saucenao] [google]
10361397

As annoying as it is that Square never kept the uncompressed background renders, the A.I. upscaling isn't half bad and it's probably only going to get better.

>> No.10361708
File: 4 KB, 640x400, 64997.png [View same] [iqdb] [saucenao] [google]
10361708

>>10359823
Gotta have been Damocles. Landing your spaceship on a planet, getting out, entering a building, riding an elevator to the second floor, looking out through the window and seeing your parked ship below. It was all mindblowing shit in 1990.

>> No.10361939
File: 87 KB, 1000x1000, 1000083153.jpg [View same] [iqdb] [saucenao] [google]
10361939

>>10359823
Comanche was the most impressive game I had on my old 386. Even the intro and menus, wild.

>> No.10361970
File: 570 KB, 640x200, Zeewolf.webm [View same] [iqdb] [saucenao] [google]
10361970

>>10361708
Love that look

>> No.10364089

>>10361392
Digital Blasphemy was the fucking shiznit

>> No.10364347

>>10359792
The best thread on /vr/ right now

>> No.10364498

>>10359801
FPBP. It's not trying to be real life, just an appealing 3D image. Art styles were still dominant. Now everything is just trying to be real life.

>> No.10364529
File: 586 KB, 695x641, FraBMjeaIAA0X1r.png [View same] [iqdb] [saucenao] [google]
10364529

Really cool thread

>> No.10364553
File: 116 KB, 1140x857, HASH-21DCDFDF43B4EB3_2023-08-13_23-42-08.png [View same] [iqdb] [saucenao] [google]
10364553

Mind boggling effects.

>> No.10365652
File: 47 KB, 344x370, 1695324666598174.jpg [View same] [iqdb] [saucenao] [google]
10365652

>>10359792
I think it's for the same reason we appreciate all other technical limitations, it's incredible seeing people push technology to its limits, and getting these low polygon models to look as accurate as they could back then, hard not to appreciate it...

>> No.10366256

>>10360195
>I think that's very important for a video game, because for uber-realistic modern games, there's a ton of tiny details and it just creates a visual overload that forces your brain to just ignore a bunch of stuff anyways.
Yeah. There were lots of talks about quest markers in RPGs being the sign of casualisation when they started to appear en masse, but the real reason for them to appear in my opinion is visual overload. Nothing stands out in the abundance of detail.

>> No.10366265

>>10359792
standardization was a negative for creativity. anything was possible.

>> No.10366272
File: 123 KB, 700x466, soviet-strike-TEST.jpg [View same] [iqdb] [saucenao] [google]
10366272

>>10361970
Father, look what I can do!

>> No.10368213

>>10361378
i've mostly stopped playing video g*mes because they have so much real life bullshit now, while also doing much more to remind me they're achievement porn, and i'm hot irl, so i'd rather go do things for real. With most games replacing dedicated servers with matchmaking, they don't even function as a virtual third place anymore

>> No.10368243

One nice thing about early 3D is that it looked different game to game. Each individual game and company had they're own look. Tomb Raider and Resident Evil didn't look the same. Crash Bandicoot and Mario 64 didn't look the same. Meanwhile there's way less difference between The Last of Us and Red Dead Redemption 2. I think when people talk about "soul" what they really mean is "personality." Games had personality.

>> No.10368446

>>10364553
I'd be more impressed if it were a skeleton instead

>> No.10368701

>>10359792
All early 3D sierra games have the same look. This looks so much like Earthsiege 2.

>> No.10368792

>>10368701
I enjoyed Earthseige, to the point that I just kept on with Tribes and Tribes 2. Why play any other FPS?

>> No.10368835
File: 67 KB, 640x636, 2570_front.jpg [View same] [iqdb] [saucenao] [google]
10368835

>>10359792
I think it's mostly just nostalgia, but also the simplicity. There is another side to it though, because the graphics were so basic they had to exaggerate certain details, sort of like early NES games. There's a bit less of that in modern 3D games it seems

>> No.10368840

>>10361137
Name?

>> No.10368862

>>10359864
this is and will forever be horseshit. when you look at an image your imagination "doesnt fill in the blanks", you just appreciate the silhouette and clarity as if focusing on something in movement. the same way animation is given the property of motion by stringing together images, your mind isnt "filling in" the appearance of movement, to your eyes it looks like motion. The argument for it is if you looks at smear frames. if you compare a blurry photo of a guy running to a smear frame its the same representation.

i cant imagine most people genuinely "imagining" a full bright screen of foliage and grass and clouds when looking at 7 fucking triangles- but at the time it was the best "representation" of such in 3D so far.

same shit when journalists and Youtubers write entire paragraphs of horseshit about a very simple banal element of a game to explain something that doesnt really need explaining.

TLDR- clarity and iconography not made up bullshit poetic imagery and "imagination"

>> No.10368951

>>10359792
You didn't have to fiddle with dumb settings to make it look good.

>> No.10368961

>>10359823
Soul Calibur. I didn't think 3d games looked very good before it.

>> No.10368962
File: 40 KB, 667x645, 1s4hyZsjzhb5sp2El1Wk9vt_WaxoPftudS9dsJE0xvw.jpg [View same] [iqdb] [saucenao] [google]
10368962

>>10368862
Your mind absolutely fills the blanks you dumb nigger. When you look at a stick figure you don't just see a couple of lines, you see some sort of person

>> No.10368969

>>10368962
He's being a bit autistic. You don't literally see a person, no.

>> No.10369536
File: 51 KB, 686x386, 1678142767135788.jpg [View same] [iqdb] [saucenao] [google]
10369536

my first true 3d game

>> No.10370391

>>10359823
Turok 2

>> No.10370747
File: 3.05 MB, 2560x1440, TR3 London 2.png [View same] [iqdb] [saucenao] [google]
10370747

>>10359823
Going from Air Combat to Ace Combat 2 was a huge jump.
Tomb Raider 2 to 3 was great as well.

>> No.10370763

>>10369536
best

>> No.10371139

>>10368962
i was purposefully being overly autistic about it yes
>>10368969
your mind doesnt fill in anything. you look at it and see the simple representation fo a person and recognise it performing actions.

claiming your mind "fills in the blanks" is fartsniffer retardation as if it doesnt matter what youre looking at because you just imagine whatever you want in place. it works for books and audio, not visual mediums.

thankyou for turning up and chimping out because youre an actual retard and you like flowery language to describe your gay feelings instead of just accepting whats happening. a big fucking patch of green looks like green because grass is green, not because you "imagine" its a full bountiful field full of crisp green grass and daffodils you fucking midwit.

9 triangles textured in camo looks like a sick fighter jet because you like the fucking shape of sick fighter jets- youre not imagining it as a fully articulated 3d model of a record holding aircraft and youre shitting yourself if you think you are because you were dumb enough as a child to internalise your basic english lessons about creative writing

TL;DR today is the day you found out you have limited brain capacity and regurgitate horseshit you heard online because it aligns with your monkey brain basic education

>> No.10371156

>>10368862
Sucks to suck, kid. Too bad your parents didn't fuck earlier.

>> No.10371171

>>10371139
Seek help.

>> No.10371180

>>10361708
For me it was Starglider 2. Just warping to the sun and maybe finding some space whales was magical.

>> No.10373209

>>10360195
>because for uber-realistic modern games, there's a ton of tiny details and it just creates a visual overload that forces your brain to just ignore a bunch of stuff anyways.

Or they cheat and include things like glowing ledges which break the immersion of the game.

>> No.10373223
File: 7 KB, 318x158, 5CC808D7-7A28-449F-BA21-197E2560F27E.jpg [View same] [iqdb] [saucenao] [google]
10373223

>>10368862
can you rotate shapes in your mind

>> No.10373225

>>10373209
>Here's out BATMAN DETECTIVE VISION that highlights everything ACTUALLY IMPORTANT in the game!

Here's a better idea, how about you declutter the environment, or design your game better to make important things stand out more prominently without big dumb artificial glowing rims?

>> No.10374067

>>10359823
Mario 64 and Virtua Fighter 3

>> No.10374373

>>10373225
I watched my nephew play that game. It was a sad, sad two hours.

>> No.10374630

>>10371139
Okay but in reality, when one looks at something like OPs image, they're interacting with it in their mind as one would an actual toy plane, pulling a missle off the wing with their hand, throwing it at the wall and imagining a smoke trail. It's envoking those specific thoughts of "play" precisely because it's an ad for a game.

>> No.10376113

>>10368862
This poster has no soul.

>> No.10376250

>>10368840
Bulk Slash