tag:blogger.com,1999:blog-6542773327630613295.post3507719342981013580..comments2020-05-11T19:30:14.785-07:00Comments on Above 49: Sweat the Details (or Why I Love Scoggins)Nels Andersonhttp://www.blogger.com/profile/06484436433023780229noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6542773327630613295.post-63186105155034350022010-07-24T16:36:01.134-07:002010-07-24T16:36:01.134-07:00@Matador I hope you like it! It definitely hits cl...@Matador I hope you like it! It definitely hits close to home for me, but I think there's plenty of goodness there even for folks that don't wax nostalgic for the land of 10,000 lakes.Nels Andersonhttps://www.blogger.com/profile/06484436433023780229noreply@blogger.comtag:blogger.com,1999:blog-6542773327630613295.post-85133483477877536142010-07-24T02:02:22.380-07:002010-07-24T02:02:22.380-07:00"Games like Zelda: The Wind Waker, Okami"..."Games like Zelda: The Wind Waker, Okami"<br />One game that divided a fan community, and one that while critically successful [and one that I adore] failed financially.<br /><br />I think it has to do with the market. Team Fortress 2 was part of a greater package, and people adore it now, but what if it was a stand-alone on launch?<br /><br />Obviously this isn't 2007, and we're seeing a different market. One that's ready for radically different art styles. If PoP 2008 was released this year it would probably be better received. Games like Super Meatboy are lauded for a lo-fi retro look. And yes, Death Spank stands out from the rest because it's doesn't look anything like the rest.<br /><br />And Nels, I was on the fence about Puzzle Agent, but you pushed me over the edge. Downloadin' now.Matthttps://www.blogger.com/profile/13337994838389219456noreply@blogger.comtag:blogger.com,1999:blog-6542773327630613295.post-47637839556803579662010-07-21T23:17:56.140-07:002010-07-21T23:17:56.140-07:00@Hugo I don't really understand it either. It&...@Hugo I don't really understand it either. It's harder to art direct, that's a big thing. Art direct that's more than just "as real as possible" is a risk and the biggest publishers risk-averse is nearly all measures.<br /><br />But looking at smaller studios and totally indie folks, there's a lot of great experimentation with unusual art direction. <i><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802584109d1/" rel="nofollow">Limbo</a></i>, just released today, is a good example. Or Ace Team's upcoming <i><a href="http://www.youtube.com/watch?v=fwGeq-CMf4w" rel="nofollow">Rock of Ages</a></i>.<br /><br />As for chasing photo-realism, for one, making photo-realistic assets is <i>crazy</i> expensive. It also requires more horsepower to push massive poly models. And at a certain point, it all starts looking exactly the same. Grab five of the modern shooters from this year's E3, mix and match the screenshots and almost nobody would be able to tell them apart.Nels Andersonhttps://www.blogger.com/profile/06484436433023780229noreply@blogger.comtag:blogger.com,1999:blog-6542773327630613295.post-64325336839120592122010-07-20T23:46:12.382-07:002010-07-20T23:46:12.382-07:00It would be such a great thing to have a real aest...It would be such a great thing to have a real aesthetic diversity in games. I can't understand why we don't see more stylized graphics. <br /><br />I'm guessing sales and marketing concerns... But is it not a strength? Games like Zelda: The Wind Waker, Okami, Muramasa or -uh- DeathSpank really stand out from the crowd.<br /><br />"But maybe that's just another reason to not chase photo-realism."<br />What would you say the other ones are?Anonymousnoreply@blogger.com