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/vr/ - Retro Games


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File: 274 KB, 800x800, low poly liara.png [View same] [iqdb] [saucenao] [google]
1967384 No.1967384 [Reply] [Original]

What games make nice, aesthetic use of limited hardware?

Low-poly thread.

>> No.1967426

Grim Fandango

>> No.1967431

>>1967384
I'd want to say the DS Square games like the FF3&4 remakes and the FFCC games, but... not retro.

The Wipeout games on the PS1 did make good use of low polygons however, embracing them to form distinctly futuristic racers.

>> No.1967434

Star Wars Dark Forces II: Jedi Knight

So high quality 4chan won't even let me post my screenshots.

>> No.1967479
File: 279 KB, 500x438, 500px-Shambler2.png [View same] [iqdb] [saucenao] [google]
1967479

Most scrublords see Quake as ugly, but I quite like the aesthetic and themes. Enemies like the Shambler are perfect representations of this. Were Quake to have modern graphics, the monsters definitely wouldn't look as intimidating as they do now.

>> No.1967487

>>1967479
It'd end up looking like a toothy yeti.

>> No.1967537
File: 55 KB, 410x380, 1386228642702.jpg [View same] [iqdb] [saucenao] [google]
1967537

>>1967384
I appreciate low-poly.
I think star fox holds up very well in this aspect, the simple shapes make the game look simple, yet very nice looking considering the console (and using a chip of course). Same can be said for most Super FX games on the SNES that utilized polygons, or even genesis games such as Virtua Racer or Abrams Tank, actually the Genesis had a shit load of 3D low-poly games. Are any of them good? Can't answer that, but damn do they look cute (I'm at a,loss for words of what else to call them).
https://www.youtube.com/watch?v=CyLy_x6dY44

>> No.1967576

Mega Man Legends is still one of the best examples of colored shading/texturing bringing life to basic geometry.

>> No.1967668

>>1967576
Agreed. The best for me is F-Zero X. 30 racers at once and it never has slowdown. Plus it still looks good.

>> No.1967692

>>1967668
Yup, one of the main issues for the game was keeping it at 60 frames so they sacrificed the amount of polygons and texture details. Not like it mattered anyway since your main focus is the track and the other racers, not stopping to see how detailed the cars look, or the tracks for that matter, If the DD had been successful and the F-Zero expansion was released outside of Nippon, F-Zero X would be known as the best F-Zero game, maybe even the best racing game.

>> No.1967829
File: 97 KB, 900x720, mmd_megaman_legends_wip_by_fallenangelriku-d4hii0q.jpg [View same] [iqdb] [saucenao] [google]
1967829

>>1967426
My vote goes to Megaman Legends.
I wish i had those low poly models.

>> No.1967834
File: 64 KB, 402x463, Barret-ffvii-battle[1].png [View same] [iqdb] [saucenao] [google]
1967834

>>1967384

FFVII battle models are gorgeous. The monsters especially.

>> No.1967836

Is lowpoly gonna be the future generation's pixel art?

>> No.1967840

>>1967829
I will say during cutscenes, something about how the models look, or how shading works, it made the game really look like a 2D anime turn to 3D.
It's hard to explain, but for an example of what I mean, the new Guilty Gear comes to mind.

>> No.1967843

>>1967829


yeah Megaman legends looks awesome because the style is cartoony, so the simple textures and texture-faces work perfectly.

MGS1 on the other hand looks like fuckin shit.

>> No.1967859
File: 449 KB, 830x720, 1372305757584.png [View same] [iqdb] [saucenao] [google]
1967859

>>1967836

I don't think it's likely. Indie pixel graffix doesn't need modelling, texturing, rigging, optimization.

>> No.1967884

Pilotwings 64 looked great at the time because of its early use of open world maps.

Turok 1&2 were nicely stylized, like Quake but with a tiny bit more breathing room

Shadows of the Empire was one of the 64's best looking launch titles IMO, the junkyard train level was especially good.

>> No.1967907

>>1967537
At 2:50 Red Zone made well use of some effects that almost felt like an snes. And the same devs showcased the 32X to its best

>> No.1967909

>>1967859
>>1967384
Just goes to show how far a good texture can take you.

>> No.1967939
File: 106 KB, 1280x720, eldritch_04.jpg [View same] [iqdb] [saucenao] [google]
1967939

>>1967836
It already is. And it's just as lazy a fad as "8-bit" was.

>> No.1967941

>>1967909
Not very far in motion.

Thanfully, we have modern hardware, so good designers don't need to work with those limitations anymore. Talented people can now create even better designs than they did in the 90s.

As always, hacks look to mindlessly imitate the past, down to limitations and deficiencies.

>> No.1967942

>>1967843
>MGS1 on the other hand looks like fuckin shit.
Come on man

>> No.1967946
File: 1.64 MB, 1920x1080, s3-1_102_1-n.T.7.png [View same] [iqdb] [saucenao] [google]
1967946

>>1967384
I think Spyro had a great style. Especially the skyboxes, very interesting how they made them. Looked way better than anything you could have done with textures.

>> No.1967964
File: 247 KB, 640x480, RSG2.jpg [View same] [iqdb] [saucenao] [google]
1967964

Radiant Silvergun used low-poly to it's advantage with it's bosses, since nearly all of them are mechanical in nature.

>> No.1968205

>>1967479

This. If id really really intent to do a Quake 1 remake, they should take some of that retro aesthetics into consideration.

>> No.1968217

spyro did a great job of making really good landscapes and models out of like 2 polys each