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PostPosted: Mon Oct 17, 2011 11:12 am 
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This is an idea i've used in a series of articles i've started writing in the Uni paper (Topic of my articles if interested).

The general idea is a half-jokey, half-serious approach to game remakes and series to highlight what's changed and why sometimes the limitations of older hardware worked in a game's favour, or at least that the game still stands up today on its own merit.

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Think about it: what was originally a necessity, of using pixelated graphics and 8-bit chip-tunes, has now been embraced as part of the gaming aesthetic. Many games, from Minecraft to Megaman 9, relish the unique power of using pixels as their brush strokes or blips and bleeps as their soundtrack.

So is shinier and spanglier always better? This being Imperial, we must experiment. As I mentioned earlier, I will use the power of writing to REVERSE TIME ITSELF.

By doing this I will (single-handedly) transform the gaming landscape from one endlessly striving towards realism and simulation, to one that starts off realistic and suddenly embraces the abstract. The slowdown, the short draw-distances and square polygons. We’ll pretend it’s like fine art, starting off all obsessed with fabrics and shadows and portraits and landscapes, before being forced by photography into a kaleidoscope of creativity. Surrealism, impressionism, and all those other-isms.

We’ll pretend, just as a null hypothesis type thing, that even if Miyamoto had the choice of 3D-high-resolution, bump-mapped, bloom-lit powers when he invented Mario, or Toby Gard had the access to performance-capture, anti-aliasing, motion-controlled know-how when he made Tomb Raider, that they’d still choose to make them just as they did.


Last week's time-reversal was for Quake:

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Since id’s success with Quake 4, it has produced 3 sequels including the trigger-happy Quake 3, and a true strogg-and-sci-fi sequel Quake 2. But it’s in its latest incarnation (trendily called just ‘Quake’) that the series has found the eeriness and atmosphere it has always strived for. id has eschewed the steel walls and electric doors of Quake 4 and its sequel too, instead opting for a uniquely baroque hybrid of gothic architecture, thunderous guns and grotesque fantasy monstrosities.

Its masterstroke of horror however is in reducing the amount of frames of animation used. Instead of the fluid and familiar advances of Quake 4’s enemies, the ones in Quake are rendered with a jerky, staccato energy, as if fighting in strobe lighting. Funny as it may sound, it actually gives the gunplay a brutal immediacy of impact, and the already ghoulish designs the unnerving, alien rhythm of a Ray Harryhausen stop motion effect.

There is nothing as tense as seeing one of Quake’s huge Shamblers crashing across a hallway in juddered strides, nothing as vicious as a possessed knight swinging his sword in the few frames of his frenzied swing, and nothing better as message from id to the rest of the FPS competition; that in this day of motion-capture and self-indulgent animations, less can still be more.


I've got loads more examples to come, Final Fantasy this week, Twin Snakes etc. It's not just a matter of game mechanics, which usually are refined (or convoluted) with further iterations of concept. It's more that sometimes that when a games is creatively built around certain limitations, it can remain valid because of them and not just despite them.

You guys ever thought along the same lines? I promise i won't steal them for the articles (unless i already thought of them)!


Last edited by deathofcows on Fri Oct 21, 2011 5:44 pm, edited 2 times in total.

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 Post subject: Re: Gaming in Reverse
PostPosted: Mon Oct 17, 2011 8:46 pm 
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deathofcows wrote:
Since id’s success with Quake 4, it has produced 3 sequels including the trigger-happy Quake 3, and a true strogg-and-sci-fi sequel Quake 2. But it’s in its latest incarnation (trendily called just ‘Quake’) that the series has found the eeriness and atmosphere it has always strived for. id has eschewed the steel walls and electric doors of Quake 4 and its sequel too, instead opting for a uniquely baroque hybrid of gothic architecture, thunderous guns and grotesque fantasy monstrosities.

You know that Quake 1 had sci-fi sections too, right? It was kind of a patchwork monstrosity thrown together as iD scaled down their early ambitions for the title.

Or to put it another way, Quake has "gained an extra string to it's bow... a dark fantasy horror laid over the generic sci-fi trappings, informing the whole world's design with the kind of gothic panache we've not seen since a few hints in some of Quake 3's maps."


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 Post subject: Re: Gaming in Reverse
PostPosted: Tue Oct 18, 2011 9:07 am 
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TheTurnipKing wrote:
deathofcows wrote:
Since id’s success with Quake 4, it has produced 3 sequels including the trigger-happy Quake 3, and a true strogg-and-sci-fi sequel Quake 2. But it’s in its latest incarnation (trendily called just ‘Quake’) that the series has found the eeriness and atmosphere it has always strived for. id has eschewed the steel walls and electric doors of Quake 4 and its sequel too, instead opting for a uniquely baroque hybrid of gothic architecture, thunderous guns and grotesque fantasy monstrosities.

You know that Quake 1 had sci-fi sections too, right? It was kind of a patchwork monstrosity thrown together as iD scaled down their early ambitions for the title.

Or to put it another way, Quake has "gained an extra string to it's bow... a dark fantasy horror laid over the generic sci-fi trappings, informing the whole world's design with the kind of gothic panache we've not seen since a few hints in some of Quake 3's maps."


I remember following Quake, way back when ID announced it in the early/mid 90s. Originally it was going to be set in a fantasy world with dragons and such. And you'd be playing a Thor like character, who'd wield a huge hammer. The multiplayer mode of it sounded alot like World of Warcraft, with players teaming up to fight fantasy creatures, tackling dungeons and collecting loot.

Perhaps they could revisit the concept now, they've got the technology to do it.

Re : OP's request. I have no idea what's been asked. :lol: However best example I can think of where the limitations of hardware worked in a games favour would be Donkey Kong. Where Jumpman aka Mario's design was dictated by having a limited amount of pixels.

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 Post subject: Re: Gaming in Reverse
PostPosted: Wed Oct 19, 2011 12:53 am 
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TheTurnipKing wrote:
deathofcows wrote:
Since id’s success with Quake 4, it has produced 3 sequels including the trigger-happy Quake 3, and a true strogg-and-sci-fi sequel Quake 2. But it’s in its latest incarnation (trendily called just ‘Quake’) that the series has found the eeriness and atmosphere it has always strived for. id has eschewed the steel walls and electric doors of Quake 4 and its sequel too, instead opting for a uniquely baroque hybrid of gothic architecture, thunderous guns and grotesque fantasy monstrosities.

You know that Quake 1 had sci-fi sections too, right? It was kind of a patchwork monstrosity thrown together as iD scaled down their early ambitions for the title.

Or to put it another way, Quake has "gained an extra string to it's bow... a dark fantasy horror laid over the generic sci-fi trappings, informing the whole world's design with the kind of gothic panache we've not seen since a few hints in some of Quake 3's maps."


I like your style; correcting me through your own stylish writing.

Drunken_Master wrote:
Re : OP's request. I have no idea what's been asked. :lol: However best example I can think of where the limitations of hardware worked in a games favour would be Donkey Kong. Where Jumpman aka Mario's design was dictated by having a limited amount of pixels.


Hmm, i didn't explain it very well so will instead describe the example (because i've just written it up for this week's paper):

Final Fantasy IX is the best final fantasy (this much is agreed upon by all with taste). However it is not just the best despite it's older style of graphics but because the way it chose to use the hardware and limitations still stands up in its own right today because:

a) Hand-painted backdrops look beautiful and fixed camera angles give the game a sense of theatre, and of watching events unfurl on a stage. The writing and characters alone carry the story (with some funky exaggerated animation) without the need for dynamic camera angles and stuff.
b) The character models are stylised enough that they still look great and full of character today, with their matt, textured look actually adding to the sense of hand-craftedness compared with the modern sheen of Final Fantasy XIII etc.
c) Nice music.

Another example in this broad topic:

Some people say old Resident Evils are better for fixed camera angles and methodical gameplay.

Another example:

Twilight Princess looked worse than Wind Waker.

Another example, and one of the more rare ones, where a remake loses something from the original:

Twin Snakes was great fun but some fairly neutral design decisions (as opposed to style of cutscene etc.) were objective failures, such as losing The Best is Yet To Come from certain in-game scenes (as opposed to just in the credits), or making the wolf-area so bright the night-vision goggles were actually unecessary. In terms of techonology, i actually think the playstation's gritty, film-grain-like pixellated aesthetic and think it stands up in its own right despite TTS being easier on the eye.

Etc.


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PostPosted: Fri Oct 21, 2011 5:43 pm 
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New article fresh off the press! Gaming in Reverse - Final Fantasy

Sensibly arguing that FFIX is the best! As always feedback or thoughts welcome.


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