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Post by Terrifying on Oct 21, 2014 15:20:38 GMT -5
Allow me to explain what I mean by this. There are older games which are "hampered" by certain technical limitations (of the hardware it's running on), but these limitations do actually add something to the game. Let me give an example: the draw-distance in Tomb Raider was very limited, but it definitely enhanced the game's atmosphere, well in my opinion anyway... Can you think of some examples?
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Post by X-pert74 on Oct 21, 2014 15:27:01 GMT -5
The oldest example I can think of is Space Invaders, whose increasing speed as the player shot down more UFOs had to do with the fact the machine wasn't powerful enough to run at full-speed with all of those UFOs on screen at once.
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Post by cambertian on Oct 21, 2014 15:54:46 GMT -5
Doom, I suppose, but I'd only argue for the modding portion of it. It's a "3-dimensional" system that's easy to work with and gives playable results. Nowadays if you want a 3D game, you have to learn about 3D modeling, shaders, cameras and all of this other complicated stuff.
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Post by DPB on Oct 21, 2014 16:33:21 GMT -5
Along the same lines as your example, the original Silent Hill wouldn't be nearly as atmospheric without the low-res grainy PS1 graphics.
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Post by elektrolurch on Oct 21, 2014 18:28:41 GMT -5
all good games on classic systems are helped by the limitations of their hardware. think of the sid chip of the c64 or amiga mod sound, think of........all classic games on classic systems you love.their look,their feel is all thanks to limitations wich became advantages.for me, it is always most obvious with good atari 2600 games.
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Post by chronotigger65 on Oct 21, 2014 19:06:52 GMT -5
Gradius 3 on SNES? The slowdown that haunts this version actually can be helpful in completing tough areas.
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Post by Weasel on Oct 21, 2014 19:19:55 GMT -5
Along the same lines as your example, the original Silent Hill wouldn't be nearly as atmospheric without the low-res grainy PS1 graphics. I think it was an issue of EGM from the early 2000s, where they interviewed Team Silent regarding the (then-in-development) Silent Hill 2. They explained that PS1 limitations put a lot of limits on what they could show on screen, resulting in a lot of unintentional stuff that wound up adding to the atmosphere. The characteristic heavy fog came about because viewable distance could not be very far without reducing detail. The pitch-black indoor segments with the flashlight came about because they found that they couldn't render an entire room at a quick enough framerate. They also decided to add a film-grain filter when they found that SH2 didn't look as gritty as the original.
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Post by ZenithianHero on Oct 21, 2014 19:30:48 GMT -5
Gradius 3 on SNES? The slowdown that haunts this version actually can be helpful in completing tough areas. Depending on who you ask, a little slowdown really does help busy areas or tough ones in general. I remember talking to friends long time ago and they would agree it is a "feature" in NES Mega Man for example.
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Post by derboo on Oct 21, 2014 20:51:58 GMT -5
NES and Game Boy RPGs not being so awfully verbose thanks to cartridge space limitations. Just compare Final Fantasy Adventure to Sword of Mana. Ugh...
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Post by ReyVGM on Oct 21, 2014 23:22:27 GMT -5
I think limits in consoles actually sparks creativity. That's why I don't really agree with this constant push of having the most cutting edge high-end everything that spilled over from PC to consoles years ago.
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Post by Snarboo on Oct 22, 2014 0:01:49 GMT -5
That's why I don't really agree with this constant push of having the most cutting edge high-end everything that spilled over from PC to consoles years ago. Actually, there's a lot of subtle optimization that went on behind the scenes during this previous generation. It's impressive they were able to squeeze out games that looked as good as they did given the limitations. A lot of PC games, then and now, are also highly optimized and not always about being cutting edge. Doom is a great example of this: it looks good, but it also ran better than similar games of the era, which directly led to its popularity. Carmack knew how to write an engine that played to his strengths and the strengths of the systems of that era.
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Post by munchy on Oct 22, 2014 0:36:50 GMT -5
NES and Game Boy RPGs not being so awfully verbose thanks to cartridge space limitations. Just compare Final Fantasy Adventure to Sword of Mana. Ugh... Didn't even think of this. Yes, that's a huge goddamn advantage. I hate having to button mash through text to get to actual game (Mega Man Zero is soooo guilty of this until part 3). Speaking of button mashing through text, some of the older Zeldas benefit from shorter text too. And those that do have more text than usual don't have the friggin' novel loads of the newer games.
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Post by X-pert74 on Oct 22, 2014 3:03:48 GMT -5
The odd camera angles in the classic Resident Evil games came about in part due to technical limitations, in order to show backgrounds that featured as much graphical detail as the early games ended up doing. I think that really helped add to the horror atmosphere of the games.
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Post by Deleted on Oct 22, 2014 3:50:15 GMT -5
I guess a famous example could be Metal Gear on the MSX. The main reason the stealth gameplay came about was due to the fact the MSX couldn't have too many sprites on screen without slowdown - believe the bullets even were an issue.
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Post by Terrifying on Oct 22, 2014 9:12:24 GMT -5
Some great examples here! Thanks
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