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How come that nowadays, despite a lot of indie devs going for
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How come that nowadays, despite a lot of indie devs going for sprite based graphics in their games, have them end up looking like some "quite not 8 nor 16 bit game"?

Why no sprite based game has matched the quality of the pic related? It's a 16 years old game at this point.
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>>333305392
None of those indie "devs" have either talent, money or passion.
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>>333305392
Older games had fixed resolution and color palettes.

Newer games often mix high and low resolution assets, and spray colors all over the place in ways that clash with the original 16 bit aesthetic.
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>>333305392
Because hiring someone to do pixel art properly costs a lot
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>>333305392
>Why no sprite based game has matched the quality of the pic related
That takes talent.

Indie devs don't have that.
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>>333305392
I ask that same question.

But sadly
>>333306983
>>333307480
>>333307506
Are all correct.
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>>333307480
If most pixel art threads on /v/ are anything to go by, they don't understand the cost to hire a talented artist to do not only well-crafted pixel work, but also animates it well. It's less a "lack of talent" and more a "lack of funds" problem for a lot of indie developers.

The lack of talent thing is a load of horse shit, there are plenty of pixel artists out there who can make high quality art and animation for games, but aren't hired due to lack of funding.
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>>333306983
>>333307480
>>333307506
All of this. Games like Metal Slug had huge teams of people working on sprites, animations, colors, palettes, shadows, everything to make the pixel art pop and look alive.

Indie devs don't have the resources.
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You need to understand something: Metal Slug is a freak of a game. It is not standard by any stretch of the imagination.

If you use it as a standard for graphics, you will be disappointed, because few games in the world can ever hope to match up to it, because it had loads of highly talented artists working for long lengths of time to produce those graphics, and they probably took the majority of the game's budget.

Indie devs are teams that are usually just one guy with maybe a handful of other people helping on other random things. Expecting one guy with little budget to live up to one of the best looking 2D games ever made is nothing short of foolish.
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Because the higher quality the pixel art, it starts taking exponentially more and more time, and time = money, and at this point it's not even feasible for professional studios to do anymore.

KOF13 for example, has probably the best pixel art of any game ever released, but each character took between 14 and 16 MONTHS to draw every frame of animation.

TL;DR; low-res pixel art is dirt cheap to make, hi-res pixel art is insanely fucking expensive and time consuming.
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>>333308103
dont forget the soundtrack
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>>333305392
actual sprite artwork requires actual talent and effort
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because SNK was god and Phil Fish Lookalike #1000 isn't
Thread replies: 13
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