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/vr/ - Retro Games


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File: 255 KB, 540x348, maybe-cheryl.gif [View same] [iqdb] [saucenao] [google]
3736068 No.3736068 [Reply] [Original]

Bear with me here

Arguable "retro feel" factor aside, I think the most interesting thing about classic games, the one thing that can't be replicated, is the way devs HAD to wrestle with huge visual/computation limitations to create worthwhile experiences, and sometimes they actually used those roadblocks as starting points to develop gameplay and scenario concepts.

Pic related is the universal example; got a shitty 3D draw distance? Make a game about a spooky town shrouded in fog and darkness.

So what are your favorite examples?

>> No.3736098
File: 18 KB, 280x240, SotN-loading.png [View same] [iqdb] [saucenao] [google]
3736098

heh

>> No.3736110

>>3736068
Well besides your example.

I'll say music. https://www.youtube.com/watch?v=4Hf3O6mf3Rk


Sprites and dithering are also very neat,

>> No.3736126
File: 1.53 MB, 256x238, terranigma.gif [View same] [iqdb] [saucenao] [google]
3736126

>>3736098
That always was a cute one, but I wouldn't say it's what I had in mind (this is more like clever padding, or a workaround)

It can be little things like this other one; in my mind, the Enix tech guys were messing around with the dev kit and they ended up with this weird effect and they called everybody going all "what am I even Mode 7-ing lmao"; then some scenario guy came up with the idea of setting part of the game in the concave surface inside a planet

>> No.3736128

The only example I can think of isn't retro

>> No.3736130

>>3736126

Seriously though fuck mode 7

>> No.3736213
File: 392 KB, 640x400, monkey-business.gif [View same] [iqdb] [saucenao] [google]
3736213

>>3736130
Aw, surely there are worse modes

On topic, this scene from Monkey Island does it for me, though it's basically a cutscene; it uses the Sentence Line as a literal storytelling device