Visual Connection – Graphical Perfectionism
March 4th, 2010
I reckon that we need to rethink the way we approach graphics in video games. Rather than increased realism, we need increased perfectionism; visuals which are for all their intents perfect. Creating realistic-looking games only works against the grind of perfect graphics, as the higher the aim for realism, the greater chance there is of landing in the all too familiar uncanny valley.
What do I mean by “perfect graphics” though? Good point. Allow me to illustrate with a list of random games which I personally consider as visually flawless.
- Abes Oddysey
- Donkey Kong Country
- Super Mario Bros.
- House of the Dead II
- Zelda: Wind Waker
- Okami
- Super Mario Galaxy
- Wipeout HD
- Yoshi’s Island
- Metal Gear Solid: Ghost Babel
- Zuma
- Paper Mario
- Super Monkey Ball
- Wario Land SD
- Final Fantasy Tactics
- Resident Evil Remake
- Metal Slug
- Bionic Commando: Rearmed
- Valkyria Chronicles
Each of the listed games are artistically beautiful, with no (or incredibly little) imposition from technical limitations. None of the above games can benefit greatly from increased graphical fidelity. In fact, better graphics would probably make House of the Dead II less effective, because it’s a game which ravishes in the graphical constraints. The low resolution textures actually serve to make the world more unappealing.
The graphical direction, that of perfection, seen in the above games are what we ought to be striving for, rather than pidgeonholing ourselves towards realism. Marvel at the screenshots below as examples of this perfection:





Visual Connection: The Best Part about Halo (Vistas)
September 17th, 2009
I want to conclude my discussion on the Halo series by not saying very much…herm..yes. It’s fair to say that I thoroughly enjoyed playing through both Halo and Halo 2, which is why I want to celebrate by discussing my favourite part of the series — the vistas. And no, I don’t mean Windows Vista, but rather the gorgeous landscapes of Halo’s self-titled ‘Halo’ level.
I love the visual aura I get from this area. The landmass is simply overwhelming. Your place in the pit of this valley heightens the sense of surrounding scale. The deep blue and purple sky colours the white cliff faces with it’s reflection. The land full of detailed texture, long in range. Everything augmented by the giant Halo ring splitting the sky. It’s very iconic.
In my time of playing this level I took time out of the strict alien-zapping regime to just survey the surroundings. It’s the first time I’ve ever felt like a tourist in a video game. In which case here are some happy snaps;







Video
Visual Connection – Raylight Studio’s Blue Roses GBA Tech
September 3rd, 2009
Raylight Studios is a small Italian games developer that unfortunately don’t have many high profile games to their name, besides a sadly woeful GBA port of Gradius III and a specialty in handheld racing games. As someone that enjoys maxed out handheld tech, I’m fascinated by this studio.
Some time after the GBA’s release (2002-ish) Raylight Studios showed off video and screenshots of a 3D game engine for the system, titled Blue Rose. The team had rendered a series of demos based on popular Playstation games such as Resident Evil, Wipeout, Metal Gear Solid as well as a series of others.
This was very exciting at the time as, at least on a surface level, it showed that the GBA was in fact capable of producing 3D graphics on a somewhat similar plane to the PSone. Mammoth potential for the emerging GBA. Background information such as memory constraints were fairly unknown, but it’s still nifty nonetheless. Unfortunately little eventuated from the project and the studio has gone on to product a handful of low-tier portable games, mostly racing games – their forte.
Considering how well the tech holds up in comparison to the DS, I figure it’s worth remembering their endeavours and pondering what might have been. I tried to get in contact with the studio but had no luck, so instead, let’s just look over what we have;
Resident Evil 2
Metal Gear Solid
Air Race (ie. Wipeout)
SRS: Street Racing Syndicate (appears to be using same tech, actually released)
Screenshots

Additional Readings
Unseen64 (Also good for these kinda bits-and-pieces games, prototypes etc.)















