one of my favorite little details of the original Doom games, for some reason, is the big floppy disk icon that flashed in the bottom-right corner as the hard disk did stuff
it's not actually in gzdoom. not sure about chocolate, i'll have to look for it next time. running off an SSD tho :X #mastodoom
everything is pretty, so nothing is pretty
perhaps in response we're seeing a lot of games that intetionally adopt visual/tech constraints, such as low poly counts or chunky pixels, as a way to stake out a unique visual identity
instead of getting lost amid the same-same 3D productions that are choking the market they make up the difference by combining carefully chosen constraints with sharp art direction
ofc that's also a function of budgets; small teams literally can't afford to chase the "AAA" look
guess it's another case of constraints fostering creative responses, just like in the old days
@morganastra for sure. i meant "pretty" in the popular-jane sense of more polygons / effects / fancy shit = Clearly Better. which is ofc not true
@alyx realistic != pretty though also, there is a lot of really pretty abstract art in games and a lot of really ugly ~photorealistic art