Hazardous, I don't want to sound like a dick here but perna's just written that huge post pretty much explaining everything and your still asking for clarification? example there?
Yep, I was thinking Prince of Persia was a good example too. It all comes down to the art direction, and the art direction will match the requirements for the mood of the game. Of course realistic military shooters are going to be dirty and desaturated, and of course family-friendly games like Buzz or Viva Pinata will be…
Ok np, you and your buddies are right, I'm wrong. Please show me a next gen character created frome scratch in 5 working days, I'm keen to see an example of what your talking about.
I loved the visuals in trine! that was some seriously nice work on all the chars and environments, and the whole progression through the level themes was awesome. great example Sande, if I could ask a favour as an aside, could you punch in the nuts whoever designed the end boss level? (sorry if it was you ;) )
normal maps = no gameplay. you have tons of GB and 70€ software to play 5hours. in the hexan example cmon at least it was challenging... quake takes like weeks to finish. not to mention ps one\two games... i think after that the game market is just plain interest whit EA´s and suchs.. but thats another thread ^^
Sandro: Perfect man, great example! okay so find me a game thats used a nice hand painted style, ie non 'next gen' normal mapped stuff, that matches the colour palette used on that Bourne Identity poster! ( great film btw ) Do you see what im getting at ? EDIT: The Airbourne mod!!!! Thats a perfect example of an awesome…
@Sandro Wow that was a nice example. And that's right, that look is determined by art design. The only thing that would even come close to telling me that was a UE3 game was the lighting...and that wouldn't tell me a thing on first glance. Same for Borderlands. So you patted my point in the back while kicking it in the…
SotC is beautiful and I would never insinuate that it is lacking in any way. ICO is one of my favourite games! Simple is goodsimple art for simple games with simple stories. However, it seems the consensus that busier games deserve more lively art (don't just mean colourful; variety, etc, as mentioned). Visuals should tie…
So we have the art direction argument and one of the first negative points mentioned about current games was the "everything looks brown" look. I can only speak for myself here, but how I see this is that those "oldschool" guys do the same they did for their diffuse textures back in the old days, minus the painted in…