![]() It's when you're trying to do lots of complex patterns and blend into lots of different colours and stuff, especially with games that are trying to look all "realistic", that your game can start to look crap if you're running it a too low a resolution on too big a screen. ![]() It's about having that very obvious pixel art vs a more smooth rendered look. It's probably partly why Miyamoto was never that fond of DKC's visuals in the first place because he could tell even then that they probably weren't going to age particularly well going forward.ĢD isn't the real factor here. If you're game looks something like Donkey Kong Country on the SNES however, where it's not actually clean individual pixels but more of a blended and rendered type of look, then it absolutely matters what resolution you run the game at, what scaling you do and what size of screen you run it on imo because the larger your screen gets and the lower the resolution, the more that's just going to look blurry and sh*t. Filters for example often slightly ruin the look of these games. Games like the original Super Mario Bros or say Yoshi's Island will always look stunning as long as you're not scaling or blending the pixels in such a way that it actually conflicts with those type of simple, clean, pixel based graphics in the first place. I don’t think that question has ever been a point of interest for anybody on 2D games, really.Īs long as you're using actual clean pixels with solid colours, the engine isn't blending between colours and that if you're scaling the game you're ideally doing so by some factor of two, so the pixels don't get stretched or distorted from their natural state, then it makes no difference what resolution you're running a typical 2D pixel based game at. But in 2D games, it’s just the resolution you draw your sprite at. Resolution actually matters in that case. It’s always more of a question of 3D games. It is pixel style, so why would we make it 1080p? I don’t think anybody actually cares about this with 2D games. It’s low resolution, and very intentionally so. Speaking to Gaming Bolt, Preston stated quite clearly that for his title, 1080p was never on the cards: However, Hyper Light Drifter creator Alex Preston maintains that when it comes to 2D games, resolution simply doesn't matter. With certain cross-platform titles running at a higher resolution on one machine than the other, the topic is constantly being used as a weapon to assert the superiority of hardware. With games like Tunic still getting a lot of love, that inspiration still rings true to this day.Wii U owners might not be quite so concerned with the subject of what resolution their games are running in, but for Xbox One and PS4 fans it's an ongoing concern. ![]() Fez inspired an entire generation of indie games that would break the mold and really push the medium of video games. Along with Hyper Light Drifter, this game should be thanked for inspiring Tunic’s unique identity. In fact, a secret room in Tunic is a direct reference to Fez, as it temporarily changes the perspective from isometric to Fez’s unique perspective. With this power, he sets off to collect the magical MacGuffin cube that is tearing the land apart.įez is a game that was clearly in the minds of Tunic’s devs as they were creating the perspective puzzles. To his surprise, the fez allows him to perceive the 3D world, and with it, he can shift across dimensions, though still only moving in 2D planes. Of course, all the answers will be, once the players reach it.įez is a seemingly traditional 2D platformer that follows Gomez, a cute little humanoid thing who is gifted a fez by an old man. Every player will see the story unfold in whatever manner they chose to investigate, ensuring no two experiences are exactly the same. It also has an engaging story told in an unorthodox non-linear way. This is a detective game that expects the player to act like one, all with the stark black-and-white aesthetic that further unsettles the player. It’s through this unique mechanic that the game forces the player to really sleuth it out. The game’s core mechanic is a pocket watch called the “Memento Mortem” that recreates an image of a person on their death. RELATED: 10 Best Mystery Games Released On The Nintendo DS It’s up to the player to find out what happened to them in The Return of the Obra Dinn. It was declared lost at sea until it mysteriously returned in 1807. ![]() For five years, nothing is heard from the ship. Sixty people crewed it, and everybody felt it was just like any other voyage. In 1802, a ship known as the Obra Dinn set sail for the Orient.
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