- Mar 20, 2010
It's perfect for showing cartoonish qualities and exhibiting lovely art styles. e.g Okami
Puzzlers would probably be the go. Although point'n'click adventures could also be worth a go, depending on the art style. Surrealism would work in a lot of cases but I can't really see abstract expressionism working.TheRocketeer said: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.
Franz Marc isn't 'centuries old'... He died in WW1. An artillery shell landed pretty much right on top of him, with hilarious consequences (assuming you consider 'being blown the fuck up and killed' to be hilarious).TheRocketeer said: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.
This, this, a thousand times this. Prince of Persia '08 was a very pretty game, shame everything else sucked.LeonLethality said:I love cel shading. It's a look that never ages. Wind Waker looks magnificent to this day
And so does Dark Cloud 2
Though it does have to be done right.
As previously stated in this thread: TF2 isn't cell-shaded.PayJ567 said:
Agreed - I actually preferred Wind Waker's cel-shaded graphics to the grey/brown dull graphics of the Wii Zelda, and I actually completed Wind Waker, whereas I gave up on the Wii Zelda pretty fast.Veldt Falsetto said:Gorgeous if done right, see Tales of Vesperia or Wind Waker.
Hella ugly if not...no examples in mind
Rauten said:It's well worth playing. The second one is alright, but tried for too much publicity with it's cheap antics at times, and the story isn't nearly as good. What made the first one great is it's still the closest you'll ever get to playing a good anime story. Not only visually but how the story unfolds in a very morbid and well told way.Jennacide said:Nope, the first game to use the style and pioneer it's use was Fear Effect. It also was the first game to use looping FMVs as the backgrounds instead of CGI stills, something that was quickly adopted by other games in the PSX era. And on a side note, was a downright amazing game.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.
Hm, true, I had forgotten about Fear Effect. Never played it, but read interesting and good things about it. May have to hunt it down someday. If my brother ever returns me my freaking PS2, that is ¬_¬
'A Scanner Darkly' was rotoscoped not cel-shaded. Similar processes but still different enough to warrant comment.BubbaJeff said:Anyone see the film 'A Scanner Darkly' a few years back? Its a film about druggies, essentially, and it's cell shaded from start to finish