Tag Archives: video game graphics

The Pixelated Trend

Image by Flickr user amlusch
Image by Flickr user amlusch

When I started playing video games, it was the era of “early 8-bit” (Atari) and “8-bit” (NES) graphics both astounding (Super Mario Bros. 3) and terrible (Home Run). That “video game look” pervaded pop culture until “pixel” was as common a word in our lexicon as “game.” And we loved our sprites no matter how bad the games were. But we also shouted with glee at the dawning of the 16- and 32-bit eras. How had we lived before without such dramatic and joyful color?! Enter the 64-bit era, high definition, and photorealism, and you’ve got yourself a 30-year span of graphics evolution.

So why are many game developers going back in time with their graphics? You’ve seen them, any number of “retro-style” games  mostly on Steam and handheld/mobile devices, such as VVVVVV, Tiny Death Star, and Lone Survivor. They aren’t bad games; in fact, they are some of the most currently successful games available. They aren’t cheap knockoffs, but have been crafted with (occasionally tongue-in-cheek) care and with a definite eye towards fun and replaybility. And many have that distinctive 8-but look — characters and environments all rendered in tiny, colorful squares. Visible pixels define the landscapes, and they look so much better than the blocky blobs we dealt with in the likes of Pitfall! and Dig Dug.

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The Eyes Have It

Image by Flickr user Javier Domínguez Ferreiro
Image by Flickr user Javier Domínguez Ferreiro

A few weeks back I listened to a discussion on a “brand name” gaming site about the extreme (and wonderful) progression of graphics in games since the beginning of the last generation.  A good portion of the discussion centered around character animation and just how realistic-looking people, animals, and other moving elements in games have become over the past decade or so. During the conversation, one person made a passing remark conceding that though facial animations had so greatly improved as technology improved, to him most game characters still seemed “blank,” and it was all because of their eyes.

I dwelled on this point for a moment and I thought, “Really? Eyes?? Trivial. Facial animations in games have become so much better than ever, and a real person’s eyes can only say so much.” And I moved on as the conversation moved on.