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Thread 718007438

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Anonymous No.718007438 >>718008923 >>718009067 >>718012221 >>718014359 >>718014562 >>718014672 >>718014843 >>718015648
A distinct and memorable art style will always be superior to the "muh photorealism" that modern game devs are obsessed with.
Anonymous No.718008271 >>718012405
Obviously
But it's the woah bro these graphics are so real that impresses normalfags so
Anonymous No.718008923 >>718009276
>>718007438 (OP)
wow what a totally novel take on video game graphics, you're truly a pioneer
Anonymous No.718009067 >>718009276
>>718007438 (OP)
too bad they forgot to make the game fun
Anonymous No.718009276 >>718009350
>>718008923
seething normgroid
>>718009067
filtered ADHD zoomie
Anonymous No.718009350 >>718012239 >>718012247 >>718014150 >>718015770
>>718009276
The original JSR is way better than Future.
Anonymous No.718012221
>>718007438 (OP)
the cartoony games to realistic games these days is 5:1
Anonymous No.718012239
>>718009350
>quick do the analog stick quicktime events before you get bonked by the jetpack guy
slop
Anonymous No.718012247
>>718009350
why?
Anonymous No.718012405
>>718008271
Reminds me of those normies who buy Mortal Kombat games so they can watch the fatalities once.
Anonymous No.718013270 >>718014229
PREACH

https://www.youtube.com/watch?v=3rphZ6C2hvQ
Anonymous No.718014150
>>718009350
I wouldn't say way better, but I did personally find the spray painting mini game more engaging than just holding down the button in Future. Was glad to see bomb rush did a compromise between the 2. I will say the character designs seemed much better in the first game for sure.
Anonymous No.718014229 >>718014456
>>718013270
if it only had richer gameplay... it was too simple and got stale so quick.
Anonymous No.718014359
>>718007438 (OP)
Why not both? Half Life nails the photo realism while still keeping It's own recognizable style.
Anonymous No.718014456
>>718014229
play it with mods. BRC has one of the largest mod communities for an indie game.
most are cosmetic, new maps, and multiplayer, but there are a few that allow you to tweak gameplay.
Anonymous No.718014562 >>718014692 >>718014750 >>718019704
>>718007438 (OP)
How do I make "A distinct and memorable art style" for my 3d platformer about depression, when I have no artistic talent and can't even make any type of decent assets myself?

Bonus points for schizo answers.
Anonymous No.718014672 >>718014838
>>718007438 (OP)
>A distinct and memorable art
Ever notice that whenever people say this they're talking about a cel-shaded game that looks exactly like every other cel-shaded game?
Anonymous No.718014692
>>718014562
nice. that game looks like my kingdom hearts clone.
here's a webm of the combat
Anonymous No.718014750
>>718014562
just copy other people 1:1 until you synthesize something nice
Anonymous No.718014807
thats the whole point behind cel shading. its ages well, its primary drawback is the texture quality limitations of the hardware like xbox having only 64mb of ram.
Anonymous No.718014838
>>718014672
Yeah Wind Waker looks just like this retard
Anonymous No.718014843
>>718007438 (OP)
I think some games can pull realism off 10x better then others, but for realism to work, you need style to supplement it.

MGSV, Arkham Knight, and Battlefield 1 I think have the perfect blend of realism and style. They still pass as modern AAA slop standards to this day despite being 9-10 years old.
Anonymous No.718015648
>>718007438 (OP)
also helps that rollerblading looks way better fluid animation wise than skateboarding
Anonymous No.718015770 >>718018871
>>718009350
and bomb rush is better than them both
Anonymous No.718018871
>>718015770
bomb rush has a good foundation but the scoring system is awful
Anonymous No.718019704
>>718014562
Learn how to write shaders and make the most fucked up shit you can think of.
If anything looks good, go that direction.