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Why do so many indie platformers use the garish famicom color
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File: famicom palette.png (397 KB, 2561x719) Image search: [Google]
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Why do so many indie platformers use the garish famicom color palettes? It's ugly and done only for technological limitations on the original console. 16 bit consoles had so much better colors.
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They're lazy or can't do anything better
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>>344014969
It's cheaper.
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>>344014969
Dunno, its not like they're doing an homage to those games of that era of anything.
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>>344014969
Because it sells.
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>>344014969
Is the left an indie platformer?

If not, the colors on the right look better imo.
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File: oj.png (539 KB, 1024x1597) Image search: [Google]
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>industry professionals working at the top of their game trying to get the absolute most out of their hardware despite severe limitations
>hipster millennial burnouts have basically no limitations but also no talent, forced to take the easy route
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>>344015504
The left one is a Castlevania clone from last year
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>>344014969
Except that Shovel Knight looks splendid. Which is much, much more than can be said for Odallus. That game is not visually appealing.
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>>344016284
>Which is much, much more than can be said for Odallus. That game is not visually appealing.

It legitimately actually does look like a nes title. Just not a nice looking one. Reminds me of Holy Diver.
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More colors and more pixels means more ways to fuck up.
Retro throwbacks are a way for people of no talent to hide their lack of talent.

30 years ago people were restricted by technology but did their damned best to push the hardware anyway and made some remarkable games.
Now people are practically unlimited in terms of technology but don't make the effort to use that power.
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>>344014969
The two games you posted have completely different colour palettes though
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>>344017123

They're both based on Famicom palettes with tweaks. Famicom (nes) had a million palettes and none are official.
Thread replies: 13
Thread images: 3

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