I don't play any games that are younger than my nephew. A long time ago, video games compensated for their lack of dimensions and free-wheeling camera systems by having iconic imagery with strong composition.

Now you might say, "Skibidi-dee, looks old and shit," as you huff on your vape pen and tug on your lip piercing. But let me show you what the artist was cooking:

>The palette is deliberately restricted — largely cyan, magenta, white, and black, echoing the limited colour registers of early computer displays
>image divides neatly into three depth planes and uses strong diagonal lines and overlapping forms to create perspective. The monitor in the dead center of the foreground is the obvious focal point, it's a black hole for your eyes. The angled forms of the stuff in the foreground leads the viewer’s eye diagonally upward from left to right. The stairway in the midground leads up to a cylindrical column, your eyes climb up and makes it to the catwalk, where Solar Jetman is about to scurry up into his comically-shaped teardrop shuttle.
>Through exegesis, we can see how it is conceptually dense. The thesis, the antithesis, and the synthesis are all color-coded.

So, now I must ask. How have games supposedly improved in art direction since pic related came out in 1990? I see a lot of ugly TRASH out there.