JemyM
Okay, now roll sanity.
- Joined
- October 26, 2006
- Messages
- 6,027
This thread is subjective, my general feel of games from 95-99, a distinction should be taken more abstract than absolute.
Before this era you had pixel artists. Pixel artwork used several special techniques to produce the highest quality image within a low resolution grid, often with limited colors. Games like Shadow of the Beast, Agony and Apidya is just 32-64 colors and can still be appreciated for it's beauty. The last games of this type like Lands of Lore used 256 colors and looks great even today.
Scanned backgrounds
Sierra was one of the first I know who handpainted backdrops and scanned it. This looked decent in 256 colors and awful in 32. This was done I guess because it was easier and faster to use a regular artist instead of a pixel artist.
Space Quest IV
CDROM drives, 3d software and DOOM would then lead us into an era in which games really look ugly.
All three had in common that the PC hardware couldn't handle the resolution and color depth required to make the graphics look more than a mess of garbled, discolored, lowres pixels.
FMV
FMV in 256 colors 320x200, even in 640x480 looked bad, with floating blobs of pixels.
Phantasmagoria, 7 CD's didn't make this look good.
Some didn't use FMV, but they photographed actors that was then used as characters.
Ishar 2's pixelated artwork looks great even today. Ishar 3 used photos slapped together with character portraits taken from the first two games. It looks cheap.
Prerendered 3d
Prerendered 3d graphics looked terrible compared with the clean and colorful pixelled artwork. It was often difficult to see what the rendered low-color lowres images was supposed to represent, not to mention that the 3d software wasn't sofisticated enough for complexity. The objects were simple in features. The renders also got a lot of grey, brown and other crappy colors which gave an ugly result.
Early 3d
Finally early 3d in 640x480 with low resolution, low texture resolutions, low polygon models and very little complexity created rooms more empty and blocky than realistic or exciting.
Conclusion
For this reason it's difficult for me to give examples of favorite games from this era, or games I want to play/replay. Graphics is always a barrier when dealing with this era. I also think that during this experimental period many simply forgot to make games fun.
Before this era you had pixel artists. Pixel artwork used several special techniques to produce the highest quality image within a low resolution grid, often with limited colors. Games like Shadow of the Beast, Agony and Apidya is just 32-64 colors and can still be appreciated for it's beauty. The last games of this type like Lands of Lore used 256 colors and looks great even today.
Scanned backgrounds
Sierra was one of the first I know who handpainted backdrops and scanned it. This looked decent in 256 colors and awful in 32. This was done I guess because it was easier and faster to use a regular artist instead of a pixel artist.
Space Quest IV
CDROM drives, 3d software and DOOM would then lead us into an era in which games really look ugly.
All three had in common that the PC hardware couldn't handle the resolution and color depth required to make the graphics look more than a mess of garbled, discolored, lowres pixels.
FMV
FMV in 256 colors 320x200, even in 640x480 looked bad, with floating blobs of pixels.
Phantasmagoria, 7 CD's didn't make this look good.
Some didn't use FMV, but they photographed actors that was then used as characters.
Ishar 2's pixelated artwork looks great even today. Ishar 3 used photos slapped together with character portraits taken from the first two games. It looks cheap.
Prerendered 3d
Prerendered 3d graphics looked terrible compared with the clean and colorful pixelled artwork. It was often difficult to see what the rendered low-color lowres images was supposed to represent, not to mention that the 3d software wasn't sofisticated enough for complexity. The objects were simple in features. The renders also got a lot of grey, brown and other crappy colors which gave an ugly result.
Early 3d
Finally early 3d in 640x480 with low resolution, low texture resolutions, low polygon models and very little complexity created rooms more empty and blocky than realistic or exciting.
Conclusion
For this reason it's difficult for me to give examples of favorite games from this era, or games I want to play/replay. Graphics is always a barrier when dealing with this era. I also think that during this experimental period many simply forgot to make games fun.
Last edited:
- Joined
- Oct 26, 2006
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- 6,027