Like running and jumping? Discuss it here!
User avatar
alienjesus
Next-Gen
 
Posts: 8323
Joined: Tue Feb 24, 2009 7:10 pm
Location: London, UK.

Re: Do detailed graphics help or hurt platformers?

by alienjesus Sat Dec 17, 2011 9:13 pm

The problem I have with these new HD graphics 2D platformers is that so manyt of them just scream 'photoshop' and 'illustrator' to me. Despite the games going for their own style, something about the computer programs being used just seems to suck all the life out of them :?
Image
o.pwuaioc
Next-Gen
 
Posts: 7697
Joined: Tue Mar 29, 2011 7:59 pm

Re: Do detailed graphics help or hurt platformers?

by o.pwuaioc Sun Dec 18, 2011 4:08 am

What about games like bit.trip runner? Not 2.5D, but some of those backgrounds are really, really distracting. Is that part of the game, the charm?
Mucx
8-bit
 
Posts: 38
Joined: Mon Sep 10, 2007 5:25 pm
Location: Britain

Re: Do detailed graphics help or hurt platformers?

by Mucx Mon Dec 19, 2011 10:34 am

Played Rayman Origins the other day... love it, there should be more platformers like this. It combines an awesome art style and great gameplay together. (and the background and extras on-screen aren't a distraction).
AppleQueso
 

Re: Do detailed graphics help or hurt platformers?

by AppleQueso Mon Dec 19, 2011 10:35 am

I think the busy and over-complicated look of modern 2D games is them overcompensating for being nearly completely irrelevant for almost an entire generation and a half.
User avatar
noiseredux
Next-Gen
 
Posts: 38130
Joined: Fri Nov 14, 2008 1:09 pm

Re: Do detailed graphics help or hurt platformers?

by noiseredux Mon Dec 19, 2011 10:52 am

CRTGAMER wrote:I don't mind 2.5 if done right. Wario World on the Gamecube for example.


isn't Wario World a pure 3D platformer?
Image
AppleQueso
 

Re: Do detailed graphics help or hurt platformers?

by AppleQueso Mon Dec 19, 2011 11:23 am

noiseredux wrote:
CRTGAMER wrote:I don't mind 2.5 if done right. Wario World on the Gamecube for example.


isn't Wario World a pure 3D platformer?


Sure is. Other than the camera being at a fixed angle (think something like the first two Metal Gear Solid games), I'm not sure where he gets the idea that it's 2.5D.
User avatar
ZeroAX
Next-Gen
 
Posts: 7471
Joined: Sun Aug 03, 2008 9:20 am
Location: Current: Amsterdam. From Greece

Re: Do detailed graphics help or hurt platformers?

by ZeroAX Fri Jan 13, 2012 3:52 pm

AppleQueso wrote:I think the busy and over-complicated look of modern 2D games is them overcompensating for being nearly completely irrelevant for almost an entire generation and a half.



I think it also has a lot to do with the mentality of modern gamers that a game should have amazing graphics otherwise it's not worth its price tag (which is bullshit. The Godfather is worth way more than a piece of shit like Avatar), and thus they NEED to be impressive, even if it's counter productive for the gameplay.


Platform games are all about level design. The lion's share of the budget should go there (after they get the jumping and movement physics and camera movement down of course), not to make detailed 2D art which you won't have a chance to pay attention to.

A very good example of minimalistic art which works amazing to the game's advantage was Locoroco for the PSP.

On the other hand, even though I love it, I always lose my character in LBP1 and 2 on the PS3.
Image
BoneSnapDeez wrote:The success of a console is determined by how much I enjoy it.
GigaPepsiMan
64-bit
 
Posts: 375
Joined: Mon Sep 06, 2010 4:52 pm

Re: Do detailed graphics help or hurt platformers?

by GigaPepsiMan Fri Jan 20, 2012 8:22 am

"2.5D" is something which is normally done wrong by a lot of developers, Klonoa is probably the best game to play if you want to see an example of a "2.5D" game done correctly.
User avatar
Radical Lanzar
24-bit
 
Posts: 106
Joined: Sun Nov 13, 2011 4:44 pm

Re: Do detailed graphics help or hurt platformers?

by Radical Lanzar Sat Jan 21, 2012 9:59 pm

Long story short, detailed graphics have NOTHING to do with hurting platformers. What hurts plaformers and has ALWAYS hurt platformers is when the background, foreground, HUD and even the sprites all share a common theme of consistency. It's actually very hard to pinpoint what is going on screen or what is going on at any given time.

The original Mario? Different HUD, background (non existant) foreground (scenery) and a pixelated Mario. Simple stuff.

Sonic Generations has Sonic, the background and foreground all rolled into one. No wonder it is hard to see what's going on. The HUD is barely noticeable. That's sad.
1, 9, 9, 2, 1, 1, 2, 4, - 19, 65, 9, 17, - 4, 1, 2, 6,
User avatar
RyaNtheSlayA
Next-Gen
 
Posts: 9207
Joined: Fri Mar 14, 2008 4:56 pm
Location: Denver CO, USA

Re: Do detailed graphics help or hurt platformers?

by RyaNtheSlayA Sat Jan 21, 2012 10:12 pm

Radical Lanzar wrote:Long story short, detailed graphics have NOTHING to do with hurting platformers. What hurts plaformers and has ALWAYS hurt platformers is when the background, foreground, HUD and even the sprites all share a common theme of consistency. It's actually very hard to pinpoint what is going on screen or what is going on at any given time.

The original Mario? Different HUD, background (non existant) foreground (scenery) and a pixelated Mario. Simple stuff.

Sonic Generations has Sonic, the background and foreground all rolled into one. No wonder it is hard to see what's going on. The HUD is barely noticeable. That's sad.


Sonic Generations is fine. Depth of field and the fact that the backgrounds are extremely deep makes it pretty damn easy to see what's going on in my opinion.

http://www.youtube.com/watch?v=qjDJd6Ay5jw
I'm still not sure whether I'm a kid or a squid now.
Return to Platformers

Who is online

Users browsing this forum: No registered users and 1 guest