Halftone, there's an idea, but... a game conveyed with pointillism? I can't even speculate on if that's even possible, much less feasible. I'd love to be proven wrong, though; there's no greater joy in an endlessly reiterative, overcautious and frankly unoriginal industry than to see the impossible brought to life.RhomCo said:I would totally play a game done in halftone or, even freakier, pointilist style.TheRocketeer said:This won't necessarily mean cel-sahding, specifically, will be the go-to technique, but it certainly is a familiar and fairly proven option for giving a world a totally different, unique style without fruitlessly chasing the will-o-wisp of graphical photorealism.
Quite possible. Feasible? Dunno. Most people would just ***** about having to stand 10 feet away to get an idea of what's going on.TheRocketeer said:Halftone, there's an idea, but... a game conveyed with pointillism? I can't even speculate on if that's even possible, much less feasible.
Well they'd have to get a really good grip on the fundamentals of Impressionism and what it was trying to achieve. I'd love to see a game use a visual style similar to Franz Marc... but I think his bold use of colour and line might be a bit much for most people.I'd suggest an Impressionist-styled game, myself, but one of the qualities of that style is that it looks like ass close-up, so the style itself might be it's own biggest problem if the developer isn't able to find some sort of workaround.
No, you must assign it a moral value and defend that assignation with vitriol!Thegoodfriar said:Meh, Cel-Shading is just a production choice.
It isn't good or bad, just like any form of art direction certain techniques can be more beneficial to certain games more than others... But it is perfectly neutral in my opinion.
I was kind of thinking that, too. Understanding the world in front of you is kind of a big deal when ant men are shooting rockets at you. I think any experimental art style has a better chance (and a better testing area) in a slower-paced genre first, like the puzzle genre, or maybe an easier platformer like the newest Prince of PersiaRhomCo said:Quite possible. Feasible? Dunno. Most people would just ***** about having to stand 10 feet away to get an idea of what's going on.
I can't really claim to know enough about art OR programming to speculate, aside from enjoying their products. Again, most of these experimental or highly-stylized art choices would fit best in slower-paced, more cerebral types of games first, which is fortunate, because these games' audiences are most likely to enjoy visual homages to centuries-old painters- or, failing that, just enjoying something they haven't seen before in a game.RhomCo said:Well they'd have to get a really good grip on the fundamentals of Impressionism and what it was trying to achieve. I'd love to see a game use a visual style similar to Franz Marc... but I think his bold use of colour and line might be a bit much for most people.TheRocketeer said:I'd suggest an Impressionist-styled game, myself, but one of the qualities of that style is that it looks like ass close-up, so the style itself might be it's own biggest problem if the developer isn't able to find some sort of workaround.
What's he doing here, with his preachy 'logic' and his hoity-toity 'medial attitude?'RhomCo said:No, you must assign it a moral value and defend that assignation with vitriol!Thegoodfriar said:Meh, Cel-Shading is just a production choice.
It isn't good or bad, just like any form of art direction certain techniques can be more beneficial to certain games more than others... But it is perfectly neutral in my opinion.
I actually own Borderlands on the 360 and adored the graphic design, although the moon looked like it was melting (which my fiance pointed out) but I loved it, thought that it fit the game perfectly. I also really loved that game, despite it being really easy.Jennacide said:Borderlands is a breed of it's own, which is why they classified it as graphic novel shading, being more accurate. Cel Shading was a big deal years ago, with games like Jet Set Radio and Fear Effect. It all depends on the game really, as both examples worked really well with the style, but plenty of games make it look awful.
Also, Borderlands deserves a goddam medal for it's graphical style, if for one major reason alone. It runs on the Unreal Engine. Bet you never realized that, because nearly every Unreal Engine game you can tell in seconds flat, but not with Borderlands. For that alone they deserve a prize. Oh, and the game DOES look that good /on the PC./ The 360 version of course doesn't, but when I play that's exactly how it looks.
Not the first, but definitely one of the best.Rauten said:You want cel shading done right, you have to play JSR and JSRF. Hell, I think JSR may have been the first game to use it? And it looked AMAZING. Simply gorgeous.
Yeah, to say something is a kiddy game just because of the art style is stupid. Heck, even if it was "kiddy," who's to say it can't still be awesome? Like Avatar: The Last Airbender!Avatar Roku said:Agreed. Apparently, some magazine or another, a full year before Wind Waker came out, said it was awful and "a boring easy kiddy game." Based solely on the art style. People are actually that stupid.Thaius said:Cel shading is just another visual style. There is nothing wrong with it (anyone who hated Wind Waker just because of the visual style is near the top of my moron list), and it is not inherently good either. It's a matter of using it for the right purposes.
Side note, I love your avatar. Mushy wushy friend!