ThePixelatedGenocide wrote:More comparisons? Sure. Might take a while to find all the games needed, but...
Starting with 5th generation 3d vs. the kind of 3d it replaced...
The PS1, Saturn, and N64 are all underrated.
Good one.
ThePixelatedGenocide wrote:More comparisons? Sure. Might take a while to find all the games needed, but...
Starting with 5th generation 3d vs. the kind of 3d it replaced...
The PS1, Saturn, and N64 are all underrated.
ThePixelatedGenocide wrote:Sorry for taking so long to get these out. It took me several hours of searching to realize I wasn't going to find GIFs of sprite flicker for anything more powerful than 8-bit. So, on to the next idea: when old console games tried to be simulate reality.
Sure, digitized sprite graphics look like a bad cut and paste Monty Python skit now. But at the time? Without the ability to render accurate light and shadow textures? You can see why some people thought they were the best graphics would ever get. Also, here's the RCA Studio 2 attempting a baseball game.
Or it could be a lone Jedi facing down three tie interceptors, and somehow scoring an F rank, despite all the cover offered. On the far right, 2 droids (A10 and A01 are listed by name because the system ran out of graphics) keep track of the points and boo the player. It'd take until Berzerk (1980) before robots in a videogame could actually verbally abuse us.
That a nice example of look at the diffrence, you do not see that anymore.
ThePixelatedGenocide wrote:That a nice example of look at the diffrence, you do not see that anymore.
It still happens. You just need to look at the handhelds.
Welcome to Lego Silent Hill, but be careful. People often vanish in the fog, never to be seen again.
And very often before they hit the fog, because the fog does nothing to disguise their frequent pop-in. There are 3D games on the Sega Genesis with a better draw distance.
Meanwhile, here's the Switch version, which is happy to render people so far away that if you were to squint hard enough, you'd confuse them for an Atari Lynx screenshot. For the first time, it really feels like a living, breathing, Lego world.
Which is also creepy as Hell in its own way. Especially when you see them in their little plastic cars, with their blank, unchanging little plastic smile. I think this entire series is a secret Survival Horror.
Bonus comparison: the worst graphics on Nintendo Switch vs. the best graphics on N64. (Not counting deliberately bad Switch graphics, or we'd be doing comparisons for years, trying to narrow down the field.)
Ark: Survival Evolved on Switch.
Conker's Bad Fur Day on N64.
Maybe we haven't come as far as we thought?
At least, I think that's Conker's Bad Fur Day. I may have accidentally included highlights from the Switch developer's grueling interview process.:p
For the Lego games screenshots that Lego City Undercover: The Chase Begins for 3DS which is actually a prequel companion game to the Wii U/Switch/PS4/Xbox One Lego City Undercover with the second Lego screenshot?
and you have the interview can you post a link, would love to read it?
ThePixelatedGenocide wrote:
Technically, a prequel. But after spending way too much time with both, it's more like a lazy rom hack with a lot of the charm and humor missing in action. You know how some movies go for the "soft reboot", so they can technically make a sequel without actually telling a new story? Same here. Other than a few new jokes and checking mandatory plot points off of the prequel checklist, you're going to get a serious case of deja-vu. Imagine if Smash Bros 3ds was sold as a prequel to Smash Bros on Wii U, and you're not far off.
Edit: Wait. Smash Bros Wii and Smash Bros 3ds don't share all their stages. That example won't work at all.
ThePixelatedGenocide wrote:
Anyways, onto the next comparison!
Sometimes, it's easy to forget that the 2600 was only designed to play 2 games. Pong and Combat. Everything else was essentially a generational leap inside the software itself. The VCS was only accidentally a second generation console, and none of the scanline tricks that made games like Space Invaders and Frogger possible would have happened if Atari's engineers had included a frame buffer, as originally planned.
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