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And yet I can't think of many 8-bit systems that let you set any pixel any color like most of today's "8-bit" art. Most had tile based systems with various colo
by nsxwolf 11y ago
And yet I can't think of many 8-bit systems that let you set any pixel any color like most of today's "8-bit" art. Most had tile based systems with various color limitations in each tile, to save memory. Graphics on different systems had a distinctive look because of this. Most of today's "pixel art" games look pretty samey.
- louhike 11y agoThe current 8-bit art just uses some inspiration from old games, it does not aim to remake the same experience (which will be pretty boring because there already is a ton of games like that). And I have to disagree to the fact they all look the same. When I watch Super Meat Boy, Shovel Knight, Void & Medler, Swords & Sorcery etc. they have really distinctive design.
- nsxwolf 11y agoYou picked an interesting one, Shovel Knight, because its graphics engine actually emulates how the NES graphics chip works (with a few enhancements). That gives it a look that stands out from a lot of others. Super Meat Boy is an example of the visual sameness in my opinion. It looks exactly like Broforce or Super Time Force Ultra or a million others. The aesthetic seems to be 256 color VGA with really tiny sprites. It doesn't really remind me of anything or look inspired by anything in particular IMO.