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Visual Styles of video games
Cel-shading is an art style that is designed to make the work look like traditional 2D animation,
which used clear sheets of acetate called celluloid (or cel for short). They would paint different
aspects of the scene onto separate cels (e.g. backgrounds on one layer and the facial detail of a
character on another), then layer them on top of one another to create a complete image. They
would have a camera positioned over the cels to take a picture, and this would make one frame of
animation. As each aspect was on a separate sheet, they may only need to replace one or two sheets
to create the next frame.
Okami is an example of a game which utilizes a cel-
shaded art style. The main inspiration for the
game’s art style are emankimono (えまんきもの/
絵巻物) or ‘picture rolls’ that were narrative
painting, made on silk. They combine this style of
art with cel-shading to create the final image. This
is done because the game is a modern retelling of
old Japanese myths, so they combine old and new
interpretations of the story, and similarly, old and
new styles of art. The art style also works well with abilities of your character Amatarasu. This is
because in the game you are able to manipulate aspects of the environments, such as the time of
day, destroying aspects of the terrain or restore ruined areas of land back to normal. All of these
severely increased the number of polygon models, but because of the style chosen, it didn’t exceed
the memory limit.
Bastion is another, more recent, example of
cel-shading. The game is an action RPG with a
top-down isometric viewpoint, where the
platforms appear as you move further into the
level, and disappear behind you. As there is a
limited number of platforms on the screen at
any one time, it reduces the number of
polygons that need to be rendered at any one
time. Whilst you are playing through the
game, there is a narrator talking about what
has happened in the world as well as about what you are doing, so the narrator will react to your
failures, but will continue with the story if you manage to deal with the foes. The art style they have
chosen makes it relatively simple to discern the enemies from the background, and it makes
everything stand out, allowing for a better experience, as it reduces the chance that a player could
get stuck from not being able to find where to go.
Photorealism is an art style where you try to make it look as close to its’ real-life equivalent as
possible. This sort of style lends itself well to simulators, as the player typically wants to feel like they
are right in the middle of the action as it makes them feel more involved with what is going on
around them.
Gran Turismo 5 is a racing game for the PS3 which uses a photorealistic style. In the game you chose
a vehicle of your choice, and race against either other players or NPCs. The creators of the game
have taken care in trying to make the cars look as close to the real ones, so that the players of the
game really feel immersed. Because of the game’s reputation, they would have been able to put in
famous brands of cars, as the makers of said cars would want them to be advertised to a large
audience to try and increase sales. Because of this, Polyphony digital may have been paid to put in
specific models of cars. This as well as advertisements placed in the game (which don’t look out of
place due to the hyperrealism) can help generate lots of revenue to make sure that the game has the
funds to get finished as well as to boost the game’s profit margins.
Heavy rain is a PS3 game written and
directed by David Cage. The game is a
film noir thriller, where you are trying
to put together clues and find the
Origami killer. The game uses motion
capture to make the faces and
movements of the characters look more
natural, in order to try and make you
feel for and sympathize with the characters. The gameplay is also trying to get across the realism
aspect, as most of the choices you make are connected to the dialogue, with more realistic and
responsible choices resulting in a better ending. However there is a lot of dangerous and painful
situations you must go through, and the game does its’ best to make you believe that what is going
on screen is seriously affecting the character you play as.
Exaggerated styles are those that try to bring
attention to certain features of the
characters/world by making them look unrealistic,
but still visually appealing. This can range from
eyes looking larger than they should be to
weapons that look impractically large or over the
top.
Kingdom Hearts is a PS2 game in which you play
as a kid named Sora who explores multiple
different worlds with Donald and Goofy to try and find his friends, and to prevent the end of all
worlds. Each world is themed to the style of different Disney properties like Alice in Wonderland and
Aladdin. Because the characters are from cartoons, they often exhibit behaviours that would not be
possible in real life, which makes them more suited to an exaggerated art style.
Bayonetta is a spectacle fighter
developed by Platinum Games. The main
character is a witch who can shapeshift
and perform magical attacks with her hair,
alongside the firearms that she uses. The
fact that the enemies she faces are
equivalent to angels and devils, along with
the use of magic and over the top
weaponry lends this game towards a more
exaggerated art style. This also allows the
characters to perform earth-shattering attacks and have enemies which are as large as a planet with
multiple health bars. The QTEs in the game allow you characters to jump up falling buildings and
conquer giant beings, which would be very hard to do if not impossible if the player was required to
do this themselves.
Abstract art styles are those that do not fit into the art styles above. They are typically quite
geometric and chose to have little detail, preferring substance over style.
Antechamber is a Puzzle-platformer which is
controlled in first person. The game’s logic is
unusual, as the map and objects within it are
impossible to create in real life, but is possible to
do in the game’s engine. For example, you can turn
right 4 times and end up somewhere completely
different from where you started. This sort of game
requires and abstract art style, as there would be
no way to represent the 4D objects and
environments in any of the other styles listed above.
Audiosurf is a game which takes your music
and constructs a level based off of these
songs. If you want the stage to be easy you
can choose slower songs with a slower
tempo, but if you want a real challenge you
can select a song with a high bpm and a lot
of different instruments playing. In the
game itself, you control a ship and your
goal is to collect a lot of tiles of the same
colour to get as many points as possible by
the end of the stage. The minimalistic style
of the game combined with the amount of
customizability lends it well towards a more
abstract art style as it would be too hard to create something completely new for each possible song
by hand, and it requires few unique models, as similar models are joined together and copied in
different ways to make new and unique looking level designs.