BraLoD said: But that's exactly what I'm adressing, I'm not adressing realism. |
I'm really confused as to why you are arbitrarily seperating art design and art direction in the way that you are. I'm also confused by your apparent misunderstanding for the definitions of the two. By my understanding, art direction merely is the art style chosen and art design are the technical facets used to achieve a pleasing and striking aesthetic. For example, Wind Waker and Minish Cap share the same general art direction, but have very different art design. Zelda U and Journey have very different art direction, but have various commonalities in art design. By these definitions, very little of what you are saying makes sense to me, but I think I can use context to decipher it all.
"Blending futurist with primitive" has nothing to do with neither art design or art direction. That's setting - the world and universe in which the story takes place. If Zelda U had the exact same art design and art direction as Horizon, it wouldn't suddenly have robot dinosaurs for enemies. It would just have a far more muted color pallet (not a bad thing) with more a more realistic art style. Conversely, if Horizon had Zelda's art direction and art design, it wouldn't lose the robot dinosaurs, they would just be drawn and colored in a much more viberant and interesting way in a far more viberant and interesting art style that would actually be talked about in 20 years because that's what happens with games that have such stand out art direction. There isn't anything aesthetically or artistically in Horizon that showcases a "heavier" atmosphere than what has been shown in Zelda. Super Metroid is an example of heavy atmosphere in art design. Horizon is absolutely not. And it doesn't have to be. Again, Wind Waker is on of the most beautiful games of all time, and it's atmosphese is light as a feather.
You are critically underselling what Zelda is doing with its color in this game. It isn't merely "green grass and darker everything else." That's like saying Horizon is merely "white show and realistic everything else." Literally every screenshot of Zelda U is flush with rich and viberent color melded together in a way that would make color theorists mess their pants. There are oranges, yellows, violets, browns, and blues. The only reason the greens of the grass look so striking is because of the plethora of other colors that so perfectly complement them. That element isn't nearly as strong in Horizon. Again, the muted color pallet isn't a bad thing, but what Horizon does with its colors aren't even remotely as striking as what Zelda U does. It's like The Order. Everyone knows it has great, frankly pheonominal art direction, but it's not a stand out. It's just not in the same league.
I mentioned time because it is relevant. Okami is a game over 10 years old. It's not still beautiful purely because of its art direction, its art style, but because of it's art design, the technical tricks and techniques used to make that art style timeless and striking. Time is the ultimate defining factor in all this. It's why SMT Noctorne, another absolutely beautiful game of that era, is never in the conversation of most beautiful games of all time. It was not striking or stand out enough to stand the test of time, and neither will Horizon. They aren't even in the same league. Saying that Zelda's art direction isn't as "well explored" is just silly and not even worth properly addressing.
In 20 years, people are going to look at Xenoblade Chronicles X and Horizon: Zero Dawn and say "these games had some of the most interesting worlds to just be in and explore." In 20 years, people are going to look at Zelda U and No Man's Sky and say "these are some of the most beautiful games ever created." That's the difference.