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/vr/ - Retro Games


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File: 7 KB, 1024x768, image.png [View same] [iqdb] [saucenao] [google]
2776702 No.2776702 [Reply] [Original]

What are some 3rd gen games with really good art direction? I personally love the cutscenes and art featured in Ninja Gaiden II and III.

>> No.2776712

So... no Game Boy and Color? Or maybe DMG and no Color?

>> No.2776715

All of them

>> No.2776727
File: 4 KB, 192x192, kirbys-adventure_nightmare-orb.gif [View same] [iqdb] [saucenao] [google]
2776727

>>2776702
Later NES games look consistently great; tile variety/detail and palettes optimized to the motherfucking max; great creativity and ingenuity to push limitations (faux parallax, huge background-based "sprites"); great stuff

Kirby's Adventure, Battletoads, Return of the Joker and Little Samsom are the best looking ones imo

>> No.2776728
File: 3 KB, 256x224, NES--Moon Crystal_Jul9 23_24_29.png [View same] [iqdb] [saucenao] [google]
2776728

the style in-game is kinda plain but i like the cut scenes

>> No.2776732

>>2776728
Bosses are so broken in that one; but it's fun and does look nice

>> No.2776737
File: 35 KB, 508x443, Rescue_The Embassy Mission.jpg [View same] [iqdb] [saucenao] [google]
2776737

>> No.2776742

Well, here goes nothing.
https://www.youtube.com/watch?v=bNQzcRiITGI

>> No.2776743

>>2776732
i could never beat the final boss. the way your character turns around is really frustrating when you're trying to be precise

>> No.2776775
File: 8 KB, 320x288, image.png [View same] [iqdb] [saucenao] [google]
2776775

>>2776712
>So... no Game Boy and Color?
GB, GBC and other 8-bit handhelds are fine. I was just saying 3rd gen so as not to be redundant. My bad.

>> No.2776964
File: 539 KB, 700x630, Fish Files sample.png [View same] [iqdb] [saucenao] [google]
2776964

>>2776775
Good to know. The GBC can be insanely pretty.

>> No.2777393

>>2776964
Wait, WTF? How does the GBC put out all those colors?

>> No.2777413

>>2777393

Probably because they're static prerendered backgrounds.

>> No.2777427

>>2777393
>>2777413
There are still way more colors on screen than the GBC should be able to handle, because it uses the so called hi-color mode. Normaly it can display 56 colors, but using this trickery it goes up to 2000.

>> No.2778032
File: 9 KB, 260x194, 1329889606746.jpg [View same] [iqdb] [saucenao] [google]
2778032

>>2777427

>> No.2778331
File: 2.49 MB, 1500x1350, New Addams Family sample.png [View same] [iqdb] [saucenao] [google]
2778331

>>2778032
I really don't know how it works.

>> No.2778525
File: 6 KB, 320x200, barbarian_the_ultimate_warrior.png [View same] [iqdb] [saucenao] [google]
2778525

Barbarian, on Amstrad CPC

>> No.2778528
File: 12 KB, 384x272, BAT.png [View same] [iqdb] [saucenao] [google]
2778528

B.A.T. by UBI Soft, this is also the CPC version.

>> No.2778536
File: 6 KB, 320x200, captain_blood.png [View same] [iqdb] [saucenao] [google]
2778536

Captain Blood, very weird game. This CPC version is supposed to have improvements in gameplay over the Atari ST version. In any case it looks really nice for 8-bit.

>> No.2778983
File: 79 KB, 500x450, kirby final in red.png [View same] [iqdb] [saucenao] [google]
2778983

It's not the most elaborate or impressive thing, but KDL2 really makes good use of the Super Game Boy. I really wish we had gotten that GBC port in the DX series.

>> No.2779280
File: 5 KB, 256x224, little samson dragon.png [View same] [iqdb] [saucenao] [google]
2779280

Little Samson is pretty. I like this very detailed dragon.

>> No.2779284
File: 9 KB, 256x224, little samson boss.png [View same] [iqdb] [saucenao] [google]
2779284

>>2779280

>> No.2779339

Why do indie "retro" games always fail to achieve results like
>>2779284
>>2776964
>>2776775
>>2776728
>>2776702
>>2778331
They have this magic charm that makes them timeless

>> No.2779489

>>2779339
Because indie game devs are lazy hacks who fail to recognize the amount of effort and detail that went into making old games great and just make ugly pseudo-8bit games with shit art direction.

>> No.2779562

>>2776702
Wonderboy 3 The Dragon's Trap (SMS)
Phantasy Star (SMS)
Golvellius (SMS)
Kenseiden (SMS)
Castle of Illusion (SMS)
Batman (NES)
Turrican (C64)
Impossible Mission (C64)

>> No.2779571

>>2779339
More often than not, they're using colours, effects and code limitations that 8 bit consoles can't actually achieve.

>> No.2780270
File: 796 KB, 700x630, Alone in the Dark samples.png [View same] [iqdb] [saucenao] [google]
2780270

>>2779339
First of all, you actually feel nostalgic for these old games, and most of these new games are not made with the limit color palette of a NES, so they will look quite different.

There is probably a huge difference in talent and expierence. A lot of indie game developers are programmers first and artists not even second. They use that old style out ot necessity and not choice (okay, nowadays there are a lot of people who do it by choice). But most of the time you get a first product. Those artist that worked at Little Samson, Fish Files and Shantae didn't do that for the first time.

>pic related
It's pretty neat how they scale or redraw the sprite when you get closer to the camera.

>> No.2780271

>>2780270
hello anon who always defends indies.

>> No.2782054

>>2780271
Even SMB1 looks like shit. Needed some experience to make SMB3 and even that game is not the best you can see on the NES.

>> No.2782545

>>2779489
That's an incredibly boneheaded generalization. Tell me more about your unsubstantiated butthurt.