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Αναφορά προβλήματος μετάφρασης
Spyro 1 and 2 was released on PS1 around the same time and looks way better despite being on weaker hardware, while also having much better cutscene presentation. Spyro 3 one year later blew this game out of the water. All these games used a cartoony art style with anthromorphic characters.
Also, the Steam and PS3/360 versions actually made Adventure DX look worse than its GCN and Dreamcast counterparts despite displaying at a higher resolution. Not to mention Adventure 2 makes Adventure 1 look primitive in comparison. However, this was more likely due to the fact that this was Sonic Team's first attempt at 3D with room to improve later on.
what part of my post complained about the graphics? the gameplay is bad.
Nothing. Yet someone else brought it up anyway. Honestly, despite what I said earlier, the graphics are fine for a 1999 release, cutscenes notwithstanding.
That, the texture quality, and the cutscene animations in those games all tie in to the overall graphical and visual presentation which make for more appealing games to look at overall. It's a bit of all of these things combined, not just graphics, that make for a visually appealing game.
Cutscenes notwithstanding, you make a fair point. They're both appealing for different reasons.
It also justify why some games are still being liked despite being objectively mediocre or bad.
Either way, that’s not an excuse to disrespect other people’s opinions whether it’s influenced by nostalgia or not.
If you asked me, both games looks great in their own ways but you can’t really compare them at all because there’s clearly a difference in the art direction between the two games.
Spyro has this cartoony pastel art style while Sonic went towards a mixture of realism and anime.
It’s all subjective from here on which visual style looks more preferable to the individual.
Since we came from a long way on how technically advanced graphics look, the retro low-poly graphics of the PS1/N64 generation would be seen as its own visual style rather than a limitation these days that indie developers would use as the art direction for their games.