No one's listed Sky Gunner? For shame.
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No one's listed Sky Gunner? For shame.
Yeah... Rez and Ico.
Amen on everyone who put in:
Sphinx and the Cursed Mummy
Zelda WW
ICO
Wario Land 4
I would like to add Legacy of Kain Defiance. The camera was kind of busted to play but damn was it beautiful.
wind waker
beyond good and evil
guilty gear x(dc)
morrowind(not based on the character models, but if you can look at some of the tombs and sixth house areas , or the beautiful sky, and be unmoved, you have no soul)
sly cooper(didnt play it, but screenshots alone sold me)
Jet set radio future.
I have strong hopes for True fantasy online. screenshots have made me happy.
I've just been inadvertently pwn3d!!! :(Quote:
Originally Posted by MechDeus
CUBIVORE
ReZ
ICO
Viewtiful Joe
Otogi
JSRF
Wind Waker
MGS2
Crimson Skies
ah, yes. how could i forget morrowind. stepping off the boat for the first time and seeing the siltstrider in the bogs... bliss.
I don't count things mimicing real life as stylized. It's just capturing reality. (although I realize silent hill had cool creature design, it still applies to the same rules) Style is taking this reality and bending it in a unique or just plain cool fashion. For me, games like Mario Kart, and Mario Sunshine don't count either because they're more of a 3D cartoon.
For me style is about doing something nobody else is presenting us.
I thought POP had some great style in the atmosphere. The color tint on the game was outstanding and everything seemed way more organic than anything I've seen in a game before now.
Metal Gear Solid 2 and Zone of the Enders had the same vague style. The environments and characters and everything seemed more robotic than organic. The opposite of POP. By robotic I don't mean jerky animations and whatnot. I mean the feel of the character development and the atmosphere being a concrete and sharp corner jungle. They were very well done.
Viewtiful Joe was full of style. It was flat and planed and some of the art did look a bit rough, but it was done in such a good fashion and was almost a mockery of itself because of the way the game used style as a gameplay mechanic.
SFA - I'm a little iffy about putting this in the game, but the level atmosphere in the game weren't quite real enough to be called real and not quite cartoony enough to be in the cartoon category. I had a lot of fun exploring all of the out door environments. The indoors suffered a little bit though.
Zelda - Best use of cel-shading I've ever seen. I think the wind factor helped this game out.
and ICO for reasons already stated. Mostly because this game actually had photography direction, where most developers don't have a clue what to do with the camera.
And that's really it.
Devil May Cry, anyone? Very GQ. Maybe Transylvanian GQ.