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Thread 724933097

12 posts 6 images /v/
Anonymous No.724933097 [Report] >>724933559 >>724934249 >>724937101 >>724939391 >>724940420 >>724943516
I don't understand why the top images are necessarily better than the bottom
Anonymous No.724933559 [Report]
>>724933097 (OP)
Top guides your eyes to the middle of the screen where the action is and clearly delineates the playable area boundaries, bottom has tons of bits and bobs fighting for your attention with no distinction of where the level ends and the scenery begins.
Anonymous No.724934249 [Report] >>724942909
>>724933097 (OP)
modern games are literally an eyesore
Anonymous No.724937101 [Report] >>724943853
>>724933097 (OP)
The thumbnail already explains it perfectly:
the "remake" is way more muddy and harder to "read". Color and shape-coding + smart color value design helps any visual product a ton in the long run.

Crash is still cartoony enough to be pretty easy 2 follow, but it gets extra hairy in some more "realistic" (*) games these days... hence why the "yellow paint" and HUGE button prompts are such an overused trope these days.
The GenZ devs clearly don't understand anything about more subtle guidance methods, such as cinematography.
Anonymous No.724939391 [Report] >>724939469
>>724933097 (OP)
it's contrarian autism that very conveniently ignore the top image doing the same shit only worse
Anonymous No.724939469 [Report]
>>724939391
Even without looking much into details top has a much better stylized water.
Anonymous No.724939801 [Report]
At a glance, the old version of the game takes advantage of red/green contrast to make the character pop more often
Anonymous No.724940420 [Report]
>>724933097 (OP)
top images clearly illustrate the boundaries of play using obvious imagery with different contrasting colours, where as the bottom images obfuscate the area of play by blurring together what needs to be looked at or not.
the bottom images tax the brain more, while the top images do not.
i shouldn't have to try harder to figure out on the fly whether an area is important or not. it should be clear and obvious.
Anonymous No.724942909 [Report]
>>724934249
Pretty much, modern tech seems incompatiable with modern games.
Anonymous No.724943516 [Report]
>>724933097 (OP)
macro contrast vs micro contrast. Bottom has contrast in the grass but the scale of the contrast is too small so it doesn't catch your eye, like camouflage. If you just rated the two images on the right side as abstract art the top is clearly superior. If you don't instantly recognize this you should never be an artist because you'll produce trash for everyone else to look at and have no way of helping it.
Anonymous No.724943853 [Report]
>>724937101

the design of the bottom one is so fucking atrocious that it should actually be studied
Anonymous No.724945474 [Report]
The boundaries look pretty obvious in both