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Forums - General Discussion - Are Retro Sprites Irreplaceable?

AngryLittleAlchemist said:
caffeinade said:
I think Dead Cells uses 3D models to generate their sprites (though I could be wrong), but imagine using a IK system for player feet and hands in a 2D sprite based game.

I think that procedural animation is the future, that and deep AI systems.
Rain World has a really good looking procedural animation system.

We are currently in a period where 3D graphics still sucks, the current gen games are being developed for weak PCs (and Doom (2016) was designed to run at 60 FPS on them).
Due to a lack in computational power, a very limited pool of RAM and the raw number of artist hours required to create high quality art assets...
Games have a hard time looking quite as nice as the games where they could only have a few hundred highly polished assets, rendered 'most pixel perfectly.

When we get faster consoles and game engines that can leverage machine learning to hep polish and generate high quality assets for less cost than the current pipelines.
3D games will finally catch up to high quality 2D games.

I will go in depth in a forum thread within a week or so.



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I'm with the OP: I grew up with sprites and I say that they're part of the aesthetic of classic games. Reviving old franchises from the sprite era with heavy polygon use just isn't the same to me.



My most played game at the moment is Hotline Miami, and I'm loving the sprite graphics, which look in most ways to be somewhere between 8 bit and 16 bit in quality. Fantastic game I took well too long to play, and I really like the look. I'd love to see a more modern version as well though. I'm quite sure it could be made with all the current fixins' and still have the same spirit. In this instance, sure, sprites are replaceable, and they probably are in most cases if it's done correctly.



- "If you have the heart of a true winner, you can always get more pissed off than some other asshole."

Sprites was a result of hardware limitations. Modern games have no excuse to use sprites. It's just a retro trend with modern (indie)developers trying to say "lulz look at how edgy retro we are".

If you do a isometric game or side-scroller use handdrawn models for it (like the Dragon boy remake, Shantae etc).

I fear for the coming trend of retro polygon games when everything will consist of 5 triangels and be flat shaded.



Spindel said:
Sprites was a result of hardware limitations. Modern games have no excuse to use sprites. It's just a retro trend with modern (indie)developers trying to say "lulz look at how edgy retro we are".

If you do a isometric game or side-scroller use handdrawn models for it (like the Dragon boy remake, Shantae etc).

I fear for the coming trend of retro polygon games when everything will consist of 5 triangels and be flat shaded.

So how do you feel about Sonic Mania?



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AngryLittleAlchemist said:
Spindel said:
Sprites was a result of hardware limitations. Modern games have no excuse to use sprites. It's just a retro trend with modern (indie)developers trying to say "lulz look at how edgy retro we are".

If you do a isometric game or side-scroller use handdrawn models for it (like the Dragon boy remake, Shantae etc).

I fear for the coming trend of retro polygon games when everything will consist of 5 triangels and be flat shaded.

So how do you feel about Sonic Mania?

With games like Sonic Mania and Megaman 9 and 10 I'm more forgiving since it's an aestethic established during the days of sprites. 

But I still think it's lazy riding on the retro trend. 

 

 

I am an advocate of gameplay over graphics. And of course platformer graphics where enough allready in the 16-bit era (I would say 8-bit era but the huge sprites on 16-bit systems makes it win). But making sprites today does not take less time and resources compared to drawn characters, I would argue the opposite. 

 

   sprites have always been ugly compared to drawn pictures (albeit it has had some charm).



It's all about preference. I do prefer sprites in 2d games and RTS but that's just because I grew up like that. Children today will most likely not be as fond of sprites as we are. And that is completely fine.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

Yoshi's New Island at least is in no way favorably comparable to the original Yoshi's Island on SNES, that's all I know.



Shadow1980 said:
In many if not most cases, yes. A lot of 3D remakes of old 2D games just don't look good to me. 3D graphics tend to age terribly, and when it comes to remakes on handhelds, those are held back by weak hardware that yields dated visuals. Actually looking at A Link Between Worlds and Return of Samus in motion, as it's clear to me that they look like PS2 games, and most PS2 games haven't aged well. A Link to the Past and Super Metroid's vibrant sprites look far better than the low-poly, poorly-textured models present on LBW and M2:RoS.

Even on home consoles, it often depends. In the case of Mario, the art style lends itself to high quality 3D models, and New SMB U is a 2D platformer with great 3D graphics. But seeing the Secret of Mana remake in motion, I honestly don't care for it. The original SNES version just looks better to me. In fact, while I think cartoony cel-shaded games can look quite well in 3D (Winder Waker HD looks great), the anime-style aesthetic tends to not translate well to 3D to me (maybe it's just the way they're animated).

While the industry rapidly abandoned 2D sprite-based graphics in the latter half of the 90s, there were still plenty of games that showed that sprites still had a lot of potential as resolutions increased. Mega Man 8, Mega Man X4 to X6, and Castlevania: Symphony of the Night, among other games, showed that the PS1 could crank out some pretty sprites, while Street Fighter III brought perhaps the best-animated sprites ever at the time (and still pretty today) to arcades in '97. Arc System Works was still supporting sprites with the BlazBlue series (though they've moved to cel-shaded 3D visuals with Guilty Gear Xrd and Dragon Ball FighterZ), and those were some damn good quality sprites. Most recently, Shantae: Half-Genie Hero displays some absolutely fabulous high-res 2D sprites that avert the "pixel art" look common in indie games today.

Sometimes 3D graphics are necessary. Sometimes not. Sometimes it fits with the gameplay or a particular look. Sometimes not. And most of the time, a 2D game remade with 3D visuals just doesn't look as good as the original.

I don't qualify gamse like the new shantae as sprites tho.

 



I think both can co-exist, as a game can look great either with 2D sprites or 3D models. It's more so if the presentation is done well or not, vs which one is better to use. A game's visuals will look good or bad based on its quality, and not so much it's choice of style.



 

              

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