Developers on what makes their games ‘hand-drawn’
polygon.com
polygon.com
https://en.wikipedia.org/wiki/Return_of_the_Obra_Dinn
Truly, truly unique gem that implements detective work really well, and has a mind-bendingly disorienting art style. Spoiler-free trailer with some example gameplay: https://www.youtube.com/watch?v=ILolesm8kFY
Also there is an interview from Ars Technica talking about his story from Naughty Dog to Indie and why he like to work as one man team. https://arstechnica.com/gaming/2019/01/from-uncharted-to-obr...
I had a similar issue when I was working on educational CD's back in the dark ages - 660MB just wasn't large enough for all the voice-over we needed to fit the script we were given.
We couldn't go lower than 16-bit/22k/mono without making it painful to listen to, had to come up with another idea..
The key was to work out that the v/o artist we used had 7 phrasings/cadences, and as there were ~7 questions per section she was already phrasing the lesson correctly.
So instead of having to use an entire intro+question+correct/incorrect recording I could instead splice the intro and correct/incorrect responses (mostly) depending on their location in the lesson.
To just substitute based on position in lesson didn't work though, so the 'Audio Matcher' tool was born.
Allowed us to get over 3+ hours of natural sounding questions & answers audio onto a single CD. (..loved writing and using that tool) (..and yes of course we could have simply gone to production with 2 CD's - but that would have cost 2x as much, required installation and not have been anywhere near as cool)
https://forums.tigsource.com/index.php?topic=40832.msg139857...
Often times, you only see the final product, thinking "that can't be that hard!", only to realize that there is a ton of things that had to be done before. I, personally, like reading devlogs. It helps me staying sane over my personal projects.
Correctness of lighting has a really important role in making unique 3D art feel real and believable. With how mature lighting pipelines have become, the role of PBR and now the introduction of raytracing I think we actually have a lot more room to make unique 3D art that still feels immersive and "real" as it is the lighting that sells that feeling of correctness. More so than the texture map, art style or the modelling in my opinion
A game like Cyberpunk for one example has some instances where an objects texture is pixelated and blurry yet it still feels entirely part of the world because the lighting correctness sells it's existence in the world so well.
A game like mirrors edge was so compelling even with simple textures because the lighting made the space feel real.
Even Minecraft feels like a world you can live in with Raytracing.
The game is Cozy Grove for anyone interested, and it's recent launch has it's subreddit buzzing with the warmth of a growing community. The game can be found on Steam.
Fun fact, the devs have submitted wallpapers that are included in the current (maybe not limited-time-only?) ~$6 LudoNarraCon Supporter Pack, but there aren't previews. (As mentioned here: https://mobile.twitter.com/cozygrove/status/1384546387031855...). I'll be picking it up myself to support the Con, anything with Supergiant's support has my money c:
A lot of 2D games today are built with 3D engines, and use modern GPU-assisted tech like shaders for lighting and effects. The path to better 2D needed to pass through a 3D phase just for the tooling.
Tooling is where I think the games industry stores most of its culture. The studios burn through a generation of devs within a decade, so it's risky to leave it in their heads.
Which doesn’t mean you should keep a CRT around, those things are way too heavy.
http://emulation.gametechwiki.com/index.php/NTSC_Filters
http://emulation.gametechwiki.com/index.php/CRT-Royale
and http://emulation.gametechwiki.com/index.php/File:Composite.p...
The combo of CRT-Royale and the NTSC filters looks great, but it can require 4k to produce the proper image, https://www.youtube.com/watch?v=AvQ1ELB066Q
It's more complicated than that too imo. Before Broken Sword 3 was released, Charles Cecil said they had always wanted the game to be 3D (https://adventuregamers.com/articles/view/17561). So it's likely that hand drawn 2D (pixelated or not) was often used because of limitations also. It's further possible that developers chose point and click as the medium because of technical limitations (e.g. it's easier to draw/render static scenes than develop a 3d engine). Evidence of this is - further to the death of 2D at this time as you point out - the fact that point and click died also as a genre at this time, as 3d modelling tools and third party 3d engines were becoming more accessible.
I think this same dynamic applies to many old styles in gamedev that are now seen as having an aesthetic quality when really they arose out of necessity (e.g. 8-bit era pixelation, ZX spectrum colour palates, dithered transparency)
So arguably if developers are choosing hand drawn now or P&C, it's perhaps the first time that it's the "harder" option, rather than being a return to "normal"
3d made more dramatic camera work and lighting possible at the expense of increased production cost. The point and click genre always was some sort of niche popular with the tech crowd in the 90's but couldn't scale up when the computer and video game industry broke into the mainstream. I think that is mainly a demographic difference: point and click games are still being made and sold, but compared to the rest of the videogame market they are a niche.
Possibly so! A shame too, it's my favourite genre and to this day I think 30 year old games are superior to contemporary ones, incl ones that were considered mediocre at the time (Harvester, Phantasmagoria, etc)
Many of the old games have unfair puzzles and are almost unsolvable without a guide.