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You're a funny guy.
We chose to go with pre-rendered characters because it's more reliable from a technical perspective. You know what you get and you have way less issues with compatibility across different platforms. (TJD is on Pc, Mac, Linux and iOS, after all.)
But I do agree, that when done right, real time rendered characters can look real sweet. Lighting a real-time rendered character so it blends in is a lot easier than lighting a static 2d sprite, that's for sure.
If you'd like to check out a point-n-click game that has done an amazing job combining pre-rendered backdrops with realtime rendered characters, I recommend checkin' out "The book of unwritten tales". I haven't played the game myself other than the demo so I can only vouch for the visual quality of the game - it's quite incredible. :)
I'd rather we keep this style alive than adapt it to todays "standards".
Thank you Sirius. You gave me great chuckles!
/
FWIW, I own this game (on Desura via one of the prior Indie Royale bundles) and I think the way they did it blends really well. The characters really look like they belong on the background and it meshes well. When I think back to some of the old games circa the 1990s that used this technique in many cases it didn't blend well at all and the characters stuck out like a sore thumb, but this simply isn't the case here.
As for why, well it's like any indie game. One reason is it's a stylistic choice but the bigger reason is of course that they don't have the resources like some mid to large level development houses have so it's really prohibitive for them to be able to make something akin to a big budget game.
When you're putting a fully 3D environment in it's a lot more work, a lot more things to worry about that can go wrong and realistically for a point and click adventure I don't know that it makes that much of a difference.
saying that it doesnt mean that adventures in 3d are not good or buggy as others have written, but i guess it takes more resources and money to do them, myst5,sherlock holmes games, dreamfall,indigo prophecy and many more fine examples of that.
i always dreamed of an adventure game set in something like a far cry universe with freedom of movement and non linear gameplay, but who would risk something like that? so its up to indie developers to reinvent the genre and i support them (miasmata a grreat effort by an indie developer is a very good start)
p.s another category of adventure games i miss are the ones with fmv sequences in them, like the tex murphy series or gabriel knight2 ,if done right those can be extremely immersive games
OP, if you feel that being able to operate a computer/3d package/pencil etc. makes you an artist, then you've completely missed the point of what an artist is or does.
So is TJD really as old-school as it looks? I would argue not (theo, henrik do you agree?) because even though the final frames are all 2D, all the characters and many of the scenes are modelled, illuminated and pre-rendered in 3D before they're blended together in the engine. This was definitely not an option for Ron Gilbert & co when they set out to create The Secret of Monkey Island.
Also don't go waving around your "I'm a three-dee artist, I'm higher than you" -card, man. I'm such myself and I keep that ♥♥♥♥ to myself. Artists alone can't do ♥♥♥♥♥♥♥♥♥ without a good engine and someone with skills to operate it.