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- Perfectly Peculiar Pixels [#17]
Perfectly Peculiar Pixels [#17]
đȘđ§đ§ Why you'll have a hard time creating an original look

There was a prolific period of game development in the late 90s, early oughts, where I, though sidelined with inadequate hardware, observed from the sidelines how everything looks more or less the same. Itâs not that games didnât have strong art direction. Not to say Bushido Blade didnât look quite distinctive from e.g. Jet Set Radio, But the low polygon count, and not much else in terms of effects, meant the games had a very similar look no matter who made them. It would only take a few years for things like motion blur, dynamic lighting effects, bloom (for better or mostly worse), and ultimately polygon count to transcend that particular problem.
I bring it up now, because I think weâre both in the same situation today, though at a higher fidelity, and at the precipice of whatever comes after it. These are a testament to limitations leading to increased creativity, as, while all of these have arguably strong art direction, a lot of it is directed via the very technology theyâre using. Between polygons and pixel art, there is this entire world of technology driven graphical styles I invite you to explore.
Itâs 3D!-ish. | The 90s, Unhinged. |
F-Zero is the first game to utilize Mode 7 on the SNES, an effect applied to a sprite sheet, that gave it the distinctive infinite plane in 3D look. The game was still running in 2D, there was nothing in that little grey box that could render polygons (and if youâre thinking Star Fox, that cartridge had a special chip inside for that purpose). The effect however made games like MarioKart and Mechwarrior possible, and made them stand out from SEGAâs home offerings at the time. The link provided will take you to a 2002 fan made DOS recreation of the game you can get for free.
Road Rash was apparently ahead of its time in naming schemes as well. Why, it wouldnât be until the 2010s that we had such brilliant titles such as âHitmanâ, and âTomb Raiderâ, not at all hiding the fact there are at least half-a-dozen games behind each. Not as egregious, this title had a couple of racing type (with punching and kicking) outings before this one, on the Mega Drive/Genesis. Quite frankly, neither could prepare you for the 90s fest that is the CD-ROM powered assault on the senses that is Road Rash (1996), with one of the first licensed soundtracks in the gaming industry. The disparity in styles between the full motion video, surrealist caricatures of the menus, and, whatever mid 90s hardware could push in-game is both jarring from todayâs perspective, and a testament to eclecticism. Though something like Road Redemption tried to capture the spirit, streamlining the jank, going post apocalyptic and taking itself a little bit too seriously makes for a good, even better game, but doesnât necessarily say ânew Road Rashâ.
Grandadâs voxels. | Chuchel? |
The biggest hurdle in making a game look interesting in the early days of flight simulators, was having terrain features. Be it Microsoft Flight Simulator, F-15 Strike Eagle, or the venerable Falcon series, itâs hard to convey a sense of speed if there are no features on the ground. Itâs even worse if youâre simulating a helicopter which doesnât fly too high to begin with. Enter Novalogicâs Voxelspace engine, here used in Comanche 2. Cubes these are not. These voxels are more akin to facing particles you might generate in Blender to create vfx. But it was computationally effective enough to run even on mid-range hardware of the time. Unlike flat polygons, although highly pixelated, you can still make out features of the terrain, unlike the contemporary titles. Before going defunct, they reiterated the engine enough to be used all the way down to earth in Armored Fist and Delta Force games.
Sadly Epic didnât think to bestow us with a timely boomer shooter title for this issue, but thatâs no reason to avoid Chuchel. If you enjoyed last weekâs Botanicula, and specially if you havenât tried it, you have the chance to observe progress of a developerâs style directly.