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That would be me. As I said in another thread, I wouldn't play it like this as action game/shooter, but this is so slow paced that it's fine.
Oof if you think the final product was an eyesore take a look at earlier GDC build of this game (On his website, dukope.com, if you really hate your eyesight)
I'm just glad he was able to make it look as good as it does for the final product.
Lucas Pope's dev log of it if you're interested.
https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742
It's worth mentioning that those settings with sharper pixels shrink the gaming window and introduce a border, which is not that great either.
So that wasn't just a badly compressed video, do those pixels actually blur? Think that would be near un-playable for me.
Though it is hard to make sense of some scenes, especially trying to figure out things where an explosion is depicted.
It's also really odd in a game where observation could have really been a thing... it kinda just isn't used much, and the art style really would just make such a thing difficult.
If there wasn't this particular art style we wouldn't have the game...
The whole journey of making the game, if you read his longtastic devlog on TIGSource, was about making the whole playable and enjoyable DESPITE the 1-bit style limitations.
I really think he did succeed in this regard. I cannot think of a single instance where the graphics obscure some vital information. (Could you perhaps provide more detail where it was an issue?)
Even the faces - which probably have the most detail and superficially the most relevance for deducing identities - are kind of unimportant after Lucas added the crew sketch since you can identify who is who simply by zooming in on them and noting their location in the picture, which remains constant.
For what it's worth you could probably replace all the characters in the game with cubes and spheres and just keep the crew sketch and it would still work. ;)
The same goes for the locations - the ship map is clearly labeled and there are icons for the events. Your current location is also marked. You could remove all the fluff from the ship and it wouldn't make it any easier or harder to navigate.
As for navigation issues - the ship is realistically sized and thus actually pretty small with only two staircases and open spaces in the middle - where also most of the "action" is taking place.
But alas - everyone has their own experience and mine was superb. :)
Worth noting that this laptop is far more powerful than the one I used before, so I'll try lowering my screen resolution and if anyone has any other ideas please let me know, because from what I can see the game doesn't give many options in this department (The shrink options didn't help much)
Seems a shame though that he didn't spend some money on some artists in getting a strong if simple 3D design. Or just stick to 2D. The Dev can really tell an interesting yet subtle story from my experiance of Papers Please. This almost seems the opposiste in having a Style try to fit a subject.
Same reason a low-fi style has been selected for Papers, Please - just an artistic choice, not a necessity.
I don't know in what capacity, but Lucas Pope worked at Naughty Dog on Uncharted 1 and 2, made commercial Quake mods and other 3D games before. :)
If you read his devlog it would have probably been much, much easier to go for any other graphics style without the intentional "demaking" to 1-bit.