For me it was encapsulated by doom 3 for the most part. Games with strong dynamic shadows like splinter cell chaos theory and stalker with a mix of shiny specular effects is timeless for me. When I go back to these games the shadows still feel as good as they did when they came out and the lighting perfectly crafting the mood. A lot of modern games now even though their fidelity on paper is much better just always feel extremely flat to me and don’t pop out of the screen like they used to. It seems like they’re missing contrast and UE5 seems to make this even worse where all the games using it just look like mush

  • KnilAdlez [none/use name]@hexbear.net
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    4 months ago

    I never had one, but I am partial to gamecube level graphics. A lot of features, but not to the point of realism, leading to very visually interesting stuff.

      • PorkrollPosadist [he/him, they/them]@hexbear.netM
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        4 months ago

        Can’t leave out Wind Waker especially. When Nint*ndo began promoting the game, a lot of capital G Gamers were malding about their decision to pursue a cartoonish art style rather than the more “realistic” style of other titles in the series (Majoras Mask before it, and Twilight Princess after). This was in stark contrast to titles like SSBM which were able to capitalize on low-complexity scenes, putting all the detail into character meshes and high resolution textures - to the point where you could see the golden seams on Mario’s denim overalls for the first time in the history of the franchise, and overall trends in the contemporary gaming industry (same year as the release of Halo: Combat Evolved, for instance).

        To this day, the game’s artstyle is truly iconic, and though it wasn’t intended, the cel shading technique used in the game scales up very well, making it delightful to play in emulators to this day, while the reliance on texture resolution makes a lot of other “highly realistic” games from the era look disappointing on modern high-resolution displays.

  • SorosFootSoldier [he/him, they/them]@hexbear.net
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    4 months ago

    1999-2004-ish has a lot of nostalgia for me. PC games from around that time and consoles like the psx, ps2 and dreamcast I spent a lot of time with. We were starting to catch glimpses of what next gen visuals were going to look like on upcoming consoles like the 360 and PS3.

    • Redcuban1959 [any]@hexbear.net
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      4 months ago

      The difference between a PS1 game to a PS2 game was huge. I think the last real PS2 games that were released between 2006 - 2008 felt like they were really pushing the PS2 to it’s limits, except for the weird PSP and Wii games that were ported for the PS2, those had bad graphics.

      • LeylaLove [she/her, love/loves]@hexbear.net
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        4 months ago

        Can’t forget about MGS when talking about pushing the PS2 to its limits. Both of those games look absolutely amazing. Both quite stylized while having some of the most realistic graphics of the console

  • Awoo [she/her]@hexbear.net
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    4 months ago

    I love Monkey Island for its pixel-ey goodness and hand-drawn point and click, the peak of which is probably Broken Sword 2, 1997.

    These styles are still replicated by indie games now so they were clearly doing something right.

  • buh [she/her]@hexbear.net
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    4 months ago

    I feel like part of why modern graphics look flat is that they’re so visually busy that you can’t appreciate entire scenes and end up just focusing on whichever part of the screen the action is happening on. But maybe that’s just me

  • Redcuban1959 [any]@hexbear.net
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    4 months ago

    Probably between 1995 and 2004/5. I really liked the mix of realistic and cartoonish styles we had during that period. Also, I think game genres weren’t completely established yet, so developers were much more creative and had more freedom to experiment with gameplay and graphics.

  • ChaosMaterialist [he/him]@hexbear.net
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    4 months ago

    I think the PS2 era had the perfect balance between fidelity, fun, creative limitations, and requiring fewest people to create. Previous eras were plagued by early hardware limitations (plus learning curve for 3D), and later eras grew so graphically intense it required armies of artists.

    • HoiPolloi [none/use name]@hexbear.net
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      4 months ago

      Maybe it’s nostalgia, but I agree that it was a sweet spot for game development. Developers and artists were more confident with making games in 3d, and they could do it cheaply enough that even big companies would publish pretty experimental games.

      Then the shift to HD happened a budgets and dev times skyrocketed, leading to the dreaded Brown and Bloom “Realistic” Third-Person Shooter with a bald protagonist.