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Relatar um problema com a tradução
StarFox wasn't low poly enough for you?
Well I think your first problem is you're mistaking a blocky looking game for having a low polygon count. Most of those games you listed are pushing more polys on screen than the PSOne is capable of rendering.
And it was a different time with different expectations. From consumers, console makes, publishers and developers.
Well try running your favorite low poly games in 320x240 in 16 bit color. At lowest possible graphics options. Make sure to cap it at 30FPS. Does that art style still translate as well?
I don't think the problem was early 3D games trying to cover up the low polygons. That wasn't the issue. The hardware they were working with offered them vastly more polygons than the previous hardware could manage. They could do more than ever before. And there weren't decades of newer games to compare the visuals too. Mario64 and Crash Bandicoot were jaw dropping to behold, they only look dated now because we have better examples of those games.
Sure some art styles age more gracefully. But at the same time people want to make all sorts of different games with different themes and maybe the low poly style doesn't work all that well. It wouldn't have twenty-five years ago either. Resident Evil might not have gripped people with a different art style.
I mean there's nothing wrong with low poly. It's just not a golden hammer for designers either.
And from PS1 I only remember Crash Bandicoot which tries to look high poly
also, reporting tags across steam and its games is not only tedious and annoying, but all together plain "work" in general.
in the end, game tags should be left up to the devs only, not users.
Well my response doesn't depend on you playing the N64... and I provided plenty of context for the time period. The low poly art style you like just wouldn't have been popular because we'd seen it for years from games and systems that literally couldn't do more. Now there's hardware that can do more, the expectation is you'll do visually amazing things with it.
No one looked at Crash Bandicoot in 1996 and said it's low poly trying to look high poly. In 1996 it was high poly, and it looked high poly. And in general the concern for games is not how they'll look in twenty years, but how well they sell on release.
Game that looked better than anything you've ever seen had a strong selling point.
And again. Take a modern low poly game that you like. Run it at 320x240 in 16 bit color, on the lowest settings. And see how timeless it looks then. The art style might not translate all that well under 1995ish conditions.