06-04-2010, 02:50 PM | #61 |
Lurking Good.
Join Date: Jun 2010
Location: I'll tell you when I know what dimension, time, existence this is.
Posts: 192
|
|
06-04-2010, 04:30 PM | #62 | |
King Rappy
Join Date: Oct 2004
Location: Washington, DC
Posts: 111
|
Quote:
|
|
06-04-2010, 04:43 PM | #63 |
Lurking Good.
Join Date: Jun 2010
Location: I'll tell you when I know what dimension, time, existence this is.
Posts: 192
|
|
06-04-2010, 07:19 PM | #64 | ||
Shyguy
Join Date: Nov 2004
Posts: 122
|
Quote:
Besides, my going theory is that every single nerd out there that can't draw(like me) wishes they could. So I'm sure this thread'll be an interesting read for me later. Those were also some nice concept faces. Speaking of which, I think you nailed BM. Quote:
And honestly, I've read a few pages of those other so-called "classic sprite comics", and I just don't get it. It looks like someone pasted some megaman pictures together and asked Fighter to write it. I just couldn't get into them. But just to be sure, I really am not knocking your art style with this thread. I liked the epilogue. But back to my real argument--3D vs sprites--, my mind set has always been "If they can do it in 2D, they can do it in 3D". For a long time that just felt like the right opinion to have. But looking back on the internet, it's not like anyone ever makes cheesy flash/youtube movies with a 3D model of mario when they can use sprites. Sure, sprites are easier to manipulate for those not versed with modeling software, and when it comes to older generation 3D games the models themselves were terribly low in detail and resolution. But at the same time it feels like it's often done because the sprites feel more expressive than their 3D counter parts. Part of it may be because, due to the limitations of angles in 2D games, the artists are forced to convey all expressions on one side so the viewer can see them. I guess what I'm trying to say is that old style sprites give off a "less is more" vibe to me, and that's not all imagination. Like someone mentioned earlier about The Wind Waker...I feel the same way. Ocarina of Time, despite it's dated graphics, felt more moving to me in it's cut scenes. Both games had the same direction style with different art directions. But Ocarina of Time often left Link's expression as a minimal rotation of various "states": Blank, surprised, angry, scared. While on the other hand, The Wind Waker's Link, which Miyamoto loved for it's expressive style, felt like it characterized Link too much, which is fine, but also took some of the interpretation out of the experience. |
||
06-04-2010, 07:35 PM | #65 | ||
Troublesome Summoner turned 18
Join Date: Oct 2008
Location: somewhere boring
Posts: 553
|
Quote:
That was like... something I never believed would actually exist. Most people simply don't know how to handle sprites AND write dialouge. But since Brian has talent at both, he's gone and done it. Quote:
I think I was lucky that TWW Link really nailed my mental image of a 12-years old Link from the very beginning, so I never really had a problem with his personality, actually I even really liked it. But I can see why he bugged some people. He seemed a little naive and overenthusiastic at times.
__________________
I would put a Banner here, but all my Banners are either from Final Fantasy 9 or Zelda: the Wind Waker and I don't want to be slain by "mature" people. |
||
Thread Tools | |
Display Modes | |
|
|