Video Game Aesthetics
Ongoing coverage on Video Game Aesthetics.
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I'm trying to untangle my response to how the Ocarina of Time remake looks
The author explores their evolving reaction to the art style of a remake of The Legend of Zelda: Ocarina of Time. Initially finding the detailed graphics jarring and "wrong" compared to the original's polygonal aesthetic, the author's perception shifts upon rewatching the trailer and considering how memory and technology influence our appreciation of game visuals.
Control Resonant dev Remedy didn't use other triple-A games for inspiration, because "nobody is taking risks"
Remedy Entertainment is developing Control Resonant, moving the series from the Oldest House to the streets of Manhattan. The team is intentionally avoiding inspiration from other triple-A games to prevent design homogenization, instead drawing from art, film, and nature. The sequel will feature a warped Manhattan, new enemy types, and a continued focus on the Hiss and the Mold.
Little Devil Inside: Last PS5 Reveal Game Still Missing After 6 Years
Little Devil Inside remains the only game from the June 2020 PlayStation 5 reveal showcase that has not yet been released, with its developer Neostream having last provided a substantial update two years ago. The game's development has faced significant challenges, including a shift to Unreal Engine 5 and a downsizing of the team, leading to a prolonged and mysterious delay. This situation highlights broader issues in indie game development timelines and raises questions about the game's eventual relevance upon release.
"First of All, They're Wrong" – Nvidia CEO Jensen Huang Responds to DLSS 5 Backlash - IGN
Nvidia CEO Jensen Huang addressed backlash to the upcoming DLSS 5 technology, stating critics are 'completely wrong.' He emphasized that DLSS 5 offers generative control at the geometry level, not just post-processing, and that game developers retain implementation control. The controversy stems from perceived aesthetic changes shown in promotional materials.
Marathon UI designer declares himself the 'fontslop merchant' and promises Bungie will never 'remove the…
A UI designer has criticized the user interface of Bungie's Marathon, calling it 'fontslop.' While acknowledging practical issues like inventory sorting and Codex navigation, the author defends the game's unique visual style, arguing that modern multiplayer shooters have become too homogenized. The article suggests that players will warm up to Marathon's aesthetic over time, similar to other aspects of the game.