Rated beans for everyone. Also pls subscribe I actually ironed my shirt for this one. Also New Discord! ► discord.gg/hMDk7ZN4mn New Patreon! ► www.patreon.com/ManleyReviews
Nah, there was a typo at 0:11. Disliked, unsubscribed, throwing away my phone, and shooting my neighbor. Edit: nevermind, 1:05 was based. Liked, subbed, and apologizing to my neighbor
More realistic graphics are the more realistic physics has to be Urban reign cannot be remade with modern while having the same physics it has, the physics have to change as well( that was just one example) Realistic graphics I guess have somewhat ruined games, cause game aren't meant to be real life, they are meant to be wacky fun , 😂
I’ve been saying this for years! Art direction is being gutted for high fidelity and all the “difficulties with development” that hinder games these days are just because the graphics are bogging down the development.
This is why indie games look so good despite being able to run on a potato, also the more you try to make games look realistic the easier it is to point out the flaws and cut corners which end up working against the whole realistic graphics. Take Cyberpunk for example, the graphics look good but when you see such real looking npcs walk around in the same circle or do video game things it's harder to digest than if a character from an older game like San Andreas were to do the same.
Honestly I wonder if people will feel sick to the stomach if you are killing people in a game that looks a little too "real". Like I vomit from watching LiveLeak but call of duty looks fake and goofy so its fun and more enjoyable in my opinion.
The fact they can run on a potato only means the devs get paid and everybody has the opportunity to enjoy their game. This is the way it should be though.
@@artbyddp Exactly look at BF4 it's graphics looks so bloody good i run on ultra 60 fps on my 2024 pc. But when i play vanguard i have to run in on low which makes it looks much worse than bf4 so technically for me graphics and performance gets shittier every year.
I've been saying this for years, but it sometime feels like it's so hard to explain this to people who haven't studied art or tried to do anything like this themselves: That perfect visual clarity at all times (aka. "good graphics") are not actually what you want or what your brain enjoys. Composition matters *way more* than detail. Some stylized aesthetics can keep a game looking good for *decades* after release, rather than most 'realistic' games looking laughably bad after a couple of years. And the reason we remember old games so fondly isn't *just* nostalgia, it's that our imaginations had to put in work to fill in the blanks that the processors couldn't. Sometimes, *intentionally blank is better than filled with scribbles* .
Re: Game looking good for decades. Mirror’s Edge (1) still looks phenomenal, highly recommend playing* or watching a walkthrough if you haven’t. *If you buy it, buy it on GOG as EA’s activation servers sometimes have issues with their older games.
the resent remasters of GTA games prove this dramatically. tons the stylized visuals are gone and repalced with souless unreal 4 asset flip graphics that completely destory how the game used to feel. its technically "realistic" but it looks and feels like dog shit
@@ali32bit42 I actually think the GTA remasters are very interesting in that regard, it is clear there was some attempt at using stylization, in fact a lot of people talked about the more cartoony style when the trailers came out, however the actual implementations is, from what I can tell watching videos of it, pretty bad and inconsistent.
@@fqdn its not really an art style its more like "here is the cheapest and fastest low effort designs we could make and we will call it ps2 style to hide the fact that we were lazy" the oversaturated glossy graphics and complete disrigard for post processing just make it all worse too
You perfectly described why I often struggle in newer shooters compared to old ones, I can't see shit through all the visual clutter and everything begins to blend together without the contrast. It gets frustrating to pixel hunt or get killed by a guy hiding in a corner that blended in long enough for me to react slowly to his presence.
Especially the black level thing is something I feel familiar with, while trying to mod Fallout 4 to look real good and nice I noticed that if I don't set the black level real low to make the contrest work correctly in night, then it will be more or less impossible to tell where enemies are at night.
My favorite shooter is still Quake 1 because of its visual clarity. Yeah it looks blocky, but the gameplay is fun and there are no annoying effects obscuring the important things I need to see.
Ive always thought to myself "why do people want graphics in games that look like the world we live in all the time??" I mean video games are an escape from reality, they are not not reality therefore it should not pretend to be something that it's not. Just because it takes more hardware to run doesn't mean that it's a better experience, I think there are games on much cheaper hardware that look better and will have you more immersed than a game that is a 1:1 recreation of real life.
It’s so true, I think some super realistic games can work like the uncharted games but I really don’t want everything looking super realistic. Can you imagine how good games would be if they used the technology of modern games to make strange stylish environments of a different style? Like take all the tech from Uncharted and DX Mankind Divided and Alan Wake 2 and put that in a world with a burned golden dystopia like DX Human Revolution, or make a strange alien world where the normal laws of physics don’t apply, or a strange monochrome nightmare of distortion and reflections. Those are just a few ideas but hopefully it gets the idea across, detailed variety and distinction is what the tech should be used for, it feels like it’s wasted just trying to make an even more realistic earthen forest, if I want to see that I’ll walk for 15 minutes to the park.
@@justanotheryoutubechannel we had the Vertex Shader era (GCN, PS2); we had the Pixel Shader era (X360, PS3) - and now, we're squarely in the era of Physically Based Rendering. the reality is that PBR has mainly functioned as a way to drastically cheapen the cost of asset authoring for studios, reduce development time, and, more and more, cut artistry and artists almost completely out of the loop. you can look at PBR as "the end of the texture". the visual look is now a direct product of realistic light transport calculated on realistic 3D models. in fact, the majority of assets are no longer modeled, but are rather straight up photogrammetry scans of real-world objects, collecting 3D information and material information in one fell swoop; the artist's hand has been taken out of the equation. the industry has driven itself into a corner. with a PBR pipeline, interesting and creative visual styles don't come naturally, at all - what comes naturally is simply recreating the real world. it's to the point now where the industry is moving towards asset libraries that are licensed by different studios for use, essentially a generic "lego kit" of objects, 3d, material, and all, that are used by everyone. PBR is the logical conclusion of the relentless drive towards photorealism - it's a massive time and money saver, but if you go PBR, you are fully committing to photorealism, and to break out of that requires a large investment of time and money (that you've become used to saving). the industry has painted itself into a corner. it's funny, because now we're reaching these "white whales" we've had as graphics programmers - things like realistic dynamic global illumination, raytraced reflections, etc - and it's kind of for naught, because, at least for me, i'm sick and fucking tired of straight photorealism. "we have photon mapping now! new york city looks more realistic than ever before!" and it's still less visually striking than Shin Megami Tensei Nocturne for the PS2, released in 2003.
IF YOU WANT GOOD GRAPHICS WITH REALISTIC TEXTURES GO OUTSIDE AND HUG A TREE NINTENDO WAS SMART AND REALIZED WHAT EVERYONE ELSE IS TOO SLOW TO Nintendo realised long ago that competing in graphics is pointless. No matter how powerful your console is, in a couple of years it is going to be obsolete, and anybody who really cares about graphics is going to buy a PC, because that is where the best graphics are. Instead, Nintendo focuses on their strengths: * Nintendo likes hardware gimmicks, because it makes their console stand out. Nobody bought a Wii because it had the prettiest graphics, they bought a Wii because they wanted to play with the motion controls (An idea so good both the “superior” PS3 and Xbox 360 tried to copy it). The same thing is happening with the Switch: people are buying it because they can play their games anywhere, and can move between a handheld and a home console. They like to focus on giving customers something that they cannot get anywhere else. * When Nintendo did try to compete on power, they didn’t do very well. The N64 and Gamecube were the most powerful consoles of their generations, but were both massively outsold by the “inferior” PS1 and PS2. The Wii was the weakest of its generation, but outsold the PS3 and Xbox 360. This proves Nintendo’s approach to console design clearly has something going for it. * Performance is expensive. Performance is even more expensive when you are using it in niche applications. If Nintendo wanted to have something as powerful as an Xbox One or PS4, while still being portable, then it would probably cost twice as much. This means that Nintendo would have to charge more for the console (probably not something the market could sustain) and/or eat a hefty loss on each console sold. Instead, by not focusing on performance, Nintendo make a profit on each console, and keep it at a price point where more people can afford it. * One of Nintendo’s biggest strengths is their first party titles, all of which rely on stylised graphics and strong art-style. It doesn’t matter that the console is not very powerful when Pokémon, Zelda, Mario (and its millions of spin offs), Smash Bros, Metroid and Donkey Kong are incredibly popular and all don’t care about high end graphics. Why make your console more expensive to make and develop for when you don’t even need it? * The companies that tend to focus on graphics are third party developers, such as EA, Activision, and Rockstar. If the console sells well (like the Switch currently is), then those developers will find a way to bring their games to it or, failing that, make unique games that work best on the hardware. * By not competing with the other consoles, or PCs, in terms of power, while offering unique gaming experiences, Nintendo has comfortably found a niche as an optional second system. If you have a PC, PS4 or Xbox One you have very little reason to buy one of the others, because they are all basically the same. Nintendo’s consoles offer things that none of the others offer, and thus can easily tempt people with another gaming device into purchasing it. * Nintendo has also found a strong market in all ages These people don’t care about graphics, so why waste money on giving them something that they don’t want? An families don’t care that the Switch doesn’t have the best looking games, they’re just happy that they can have fun Ever since the Wii era Nintendo has. Been trying to train us that power doesn’t matter Whimsy and imagination and creativity and memorable experiences are more important to them And y’all still aren’t getting it Move on from Power it don’t matter Nintendo doesn’t want it They think it’s boring They don’t care Official quote from iwata: "Even when we were going to launch the Wii system, there were a lot of voice saying 'Nintendo should stop making hardware'," Iwata recalled, talking to Gamasutra. "The reasoning behind that was Nintendo would not have any chance against Microsoft and Sony. The fact of the matter was: I did not think Nintendo should compete against these companies with the same message and same entertainment options for people. "We have not changed our strategy," he added. "In other words, we just do not care what kind of 'more beef' console Microsoft and Sony might produce in 2013. Our focus is on how we can make our new console different than [others]." The switch is faithful to iwata’s legacy
These 9 minutes are way more interesting and entertaining than almost every 1 1/2 hour video essay I've seen on this platform, KEEP IT UP YOU'RE WONDERFUL!!!
that is exactly what I seek out to do. This video was supposed to be far longer, but I had to scrap a lot of later content as I wanted this to be released b4 christmas. I love and also hate gaming essays for the reason they tend to just run on for hours simply to cover their positions in the most bland/safe way. so i'm stoked i think that effort is coming across.
I WAS DYING TO SAY THIS. i am a professional 3D artist of 7 years. and lemmi tell you i dread the recent trend of video games constantly advertising their photoreal graphics. the hyper focus on those shiny AAA graphics and the complete dismissal of gameplay is making me sick of gaming . ever since unreal engine 5 came out the sick feelings have only increesed with the engine's hyper focus on unoptimized oversaturated high poly graphics and nothing else . and i dont know if you noticed but many AAA games are starting to look and feel exactly the same with very little syle diffrences . i honestly cant tell what games i am looking at anymore especially when it comes to some racing and shooter games. even the UI design is becoming boring and repetitive. DEAR DEVELOPERS : we play games to escape reality. we dont want more reality shoved down our throuts ! edit : for the unreal engine fanboys read the replys to get my point with unreal. the engine is not the problem the users are
@N7Andy my problem is not realisem heck i specialize in realistic environments and smi realistic characters with high detail fur , my problem is the cost associated with it. from over cluttered environments that confuse the eye to annoying VFX that you are not alllowed to turn off which destroyes performance . (for exampe apex legends is full of complex refraction and blurr effects and tons of reflective surfaes and PBR stuff that users cannot turn off which hurts performance dramatically and forces people to play in 720p to get a stable framerate , non o f those effects add anything to gameplay in any way ) all because some privilaged art director with a quadro graphics card thinks the visuals are more important then smooth gameplay and aceesibility to the very high cost of producing PBR assets the focus on graphics instead of gameplay is hurting gameplay design dramatically. games are Not movies . they are not ment to be eye candy and developers should focus on fun and functionality instead. just look at how amongus with its basic 2D graphics took the internet by storm or how minecraft's iconic pixel art made it the most popular game ever even today with a thriving mooding community and youtube community. those games are not technically "pretty" or realistic but the fun game play and polished mechanics made them some of the best games ever made . meanwhile cyberpunk 2077 had amazng graphics but performance was terrible and everything was buggy and the RPG elements were missing with a bland story to replace them . nothing was interactive apart from basic objects either. and that is just one example. from fallout 76 to madden22 soo many AAA games come out with decent graphics but boring unpolished gameplay and TOOONS of bugs and server problems. developers need to understand that when they cannot afford good graphics and good game play in the same game then the focus should be gameplay and nothing else. also NOBODY gets hurt if we let people turn off effects they dont like such as glossy surfaces and lense flares but NOOO . and i have not even mentioned asthetics and art styles and how some remasteres completely destroy asthetics . look at GmanLives Channel to find the video on gta trilogy remasters and how they ruined the remasters with pointless effects and buggy gameplay .
@N7Andy that's a very intelligent awnser and i'm glad you showed there different types of people that like different kinds of games. The problem actually sits here, for 10 years, if you prefer gameplay above all but love the ambition and budget of AAA productions, you're fucking screwed. You're either stuck with Nintendo, 5 hours long small scale indie games, or just go back to play old games. There are different kind of people and all of them deserve their games but for 10 years, AAA aimed to satisfy one kind of people. This is utterly depressing for people like me, who like near perfect gameplay feel and level design, coupled with bold and gorgeous art direction, regardless of realism. I am fucking stucked with Nintendo because they're the only ones putting budget in such productions, but their shitty atitude towards customers and lack of innovation with the Switch having more Wii u nintendo originals than switch Nintendo originals, i feel fucking screwed and am starting to hate this rotten industry even more after having worked at some studios. I crave for a paradigm shift.
I feel the more developers try to reach photorealistic graphics, the closer we get to the uncanny valley, not just for character faces, but in general, a feeling that it's trying so hard to look real that it starts to be creepy
Tbh I don't get the uncanny aspect BUT what I do hate about photo realism is that the amount of resources that goes there makes the overall game itself suffer. Most modern photo realistic games have the most bland, repetitive easy af gameplay that's just there to remind you that yes this is a game.
Let's add another important aspect - money. There is a HUGE difference between spending $100 mils on staff salaries and $50 mil on staff salaries. Creating a beautiful yet fun and engaging game costs money. Focusing on graphics instead of gameplay is WAY more profitable simply because it is easier to make and ship out. Putting content, working on AI, create new game mechanics require brainwork, not just development time. So, employees would spend more hours figuring shit out to make it logical and memorable. In short - fuck new ideas and give me money!
yeah and they charge extra these days for content that should've already been on the game from the beginning. Almost like they want to tax us on behalf of their laziness.
"Realistic-looking" games age the worst, the entirety of their concept seems to be focused on the short term (Huge investment in marketing, awesome graphics and multiplayer service with an expiration date, for a quick ROI). They look great right now, but sometimes it is impossible to distinguish one game from another without using the UI to differentiate them.
Realistic looking games are good in gta sense but in more terms they don't spend gamespace on gameplay but more graphics. I will play 8bit games if it has good gameplay noita is a good example.
Nah. They look very good when done right. Battlefield 3/4, doom/eternal, forza horizon 4, etc. all look good. Even to this day. Just look at crysis 3. Or battlefield 1. All have aged well in the graphics department.
I personally feel that advanced/realistic graphics _on their own_ aren't a serious problem, but companies insistence on adding it _everywhere_ and (especially) at the cost of other things is a problem. In GTA 5, I believe that everything looking as close to IRL as possible helps immerse me in it's world, but Borderlands immerses me _just as much_ without looking like real life. In conclusion, I believe "realistic" graphics should be used in moderation, with considerable thought into whether it's feasible and/or if a more stylized approach would work better.
And note that Rockstar actually toned the realism DOWN for GTA V. GTA IV's physics, narrative and gameplay were much more grounded in reality than V, and that ended up being not such a good thing in the end, to the point they tried to make the last DLC, "The Ballad of Gay Tony" a bit more cartoony and actually found a decent balance in GTA V.
My theory is that: Simple graphics requires more imagination to fill in the gaps, and give a more fully engaged brain Really nice graphics are no imagination required = less engaged brain
Celeste, the character is literally nothing but some squares but from playing it for some small time I was still amused from the beginning of the game.
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Definitely! A similar thing occurs in film when they keep increasing the FPS, more images per second equates to less imagination required to fill in the gaps = enjoyment decreases
Yep, and also Valve are absolute masters of their craft. They seem to understand these points completely. Their catalog is full of examples of how to do graphics well.
@@RampageCrumpet Just started playing HL2 and it's just as immersive, graphics hold up pretty well especially in artificial environments. The facial animations are also really good, imagine what people would've thought of seeing that in 2004.
@@naruteoh123 I saw that one, impressive how so many new games mess up the atmosphere and general feeling of the gameplay. Charlie said "you don't notice the small details" but oh boy you REALLY do.
@@TimSlee1 even Left 4 Dead has it's own "art style". They perfectly captured the essence and themes of a horror zombie film, from Movie posters starring the survivors as actors, dark and abandoned places, and even the music adapts to the situations like it was intentional.
I will always prefer "ugly" or mild graphics that make the game run at a stable 30/60 frames than knowing the color of the spots on my character's skin or see the muscles in his face move "realistically".
I remember there being a lot of arguing about graphics back in the early 2000s, people would say that the PS2 was the superior console because it had more games. And I'm pretty sure that a lot of people even today don't understand that sony didn't make all those games... they just made the hardware. They hated the xbox, because they demanded that graphics aren't what matters. Skip ahead to the PS3 though, and what were they bragging about? For me though. I never cared that much about hi res flashy graphics blah blah... but what i thought of when i saw more powerful hardware was more interactive worlds. Red faction being the best example, i thought this meant that new game mechanics were possible and this power would open up these new possibilities for developers to explore. Half life 2 made me think here we go it's starting. But then nothing much beyond that. We still have the same sh7t using the same template, just now it's in 4k. Resolution is the focus, all that power these systems have, that's where it goes. Same game you were bored with 20 years ago. But now it's got fancy lighting. You still can't break down doors, but at least searching for that key never looked better.
Which is the same case with OOT but it is used as a template for a "good videogame" in this video. Game sucked balls but all the kiddies went crazy over the graphics
This is some high quality content dude, you are criminally underrated. Gonna start advertising your channel to my friends because you really deserve that
Manly "stole" this content from people like me and Sean Malstrom who were going around forums for the past 10 or 15 years explaining this stuff on every popular game forum and youtube video. He has the facade of the argument but none of the depth, which was they very point of what we were saying about modern games. Its cool he is bringing attention to this but he needs to at least try to contact the people who got him to realize the problem and let them explain the stuff along with him and his particular additions. Everyone wants to steal content and then try to make bank from it passing it off as their own idea. Original ideas are hard, original good ideas are like unicorns, everyone wants to see one, but no one know how or why or where they are.
I wasn't gonna watch this vid cuz I was like "duh. Too much emphasis on graphics is ruining AAA games. I've been thinking about that for the last years" but I was like "ah wtf. It's only ten minutes long and I ain't got nothing better to do with my miserable purposeless life" and it was actually really enjoyable to watch. Subscribed :)
Aesthetically pleasing with no personality, that is what most Triple A games are these days. As much as I also do love games looking realistic sometimes style is better and like you said, so many Indie games nail it, Triple A gaming as become way too expensive and companies trying to show who has the bigger dick, yet it doesn't matter when it's broken and not fun haha. Awesome video man, love the F-zero music in it. Thumbs up for that.
This is why gaming in the first couple of console generations was the best. Everything was a fresh idea and because of limitations to graphical abilities people pursued artistic direction instead of realism
But limitations on graphical abilities also force them to improve graphical system with such limitation. I'm not saying today's programmer aren't as genius tho.
We live in an era where machine learning and functional, specific AI exists, yet games like Half Life and F.E.A.R. with simplistic in-game AI actions and triggers supported by voice chatter is still considered top tier for AI in games.
I don’t know if it’s particularly regressed but it definitely needs to catch up. In Cyberpunk 2077 they had all these lies about revolutionary NPC AI but in practise the AI was pretty dense and wasn’t much more advanced than talking to NPCs in Deus Ex Human Revolution, a different sci-fi game from a decade earlier, except unlike it that game the semi primitive AI really clashed, you had hyper realistic humans who acted like the primitive looking models from a decade old game. There was an example I saw where someone had made a demonstration of the cockroach AI from half life 1 and compared it to cyberpunk, and it honestly was more intelligent. I think if graphics want to stay this good or improve further, AI has gotta come forward to match, really good AI shouldn’t just be reserved for overly-ambitious cockroaches and weird demonstration pieces.
The things I always turn off, Depth of field and motion blur. Depth of field always makes what I want to see blurry. Motion blur is completely unnessiary as your eyes will naturally blur with fast graphics/movement. I often get the impression graphics devs never set foot outside, and spend their lives glued to a screen, as they never seem to have a clue what reality looks like.
YUP. if it's over 30 fps that motion blur can go right in the trash. Horror games I find do make it scarier with it in, for some odd reason, but totally agree.
What you said of motion blur also applies to DoF, actually. When you're looking at something, the rest of the screen is already naturally blurred, because our eyes have a very small focal point. And yea, I like to be able to look wherever I want as well. I mean, the character's eyes are MY EYES. The character should be looking where I'M looking, and not where lazy developers want to. Plus, it's distracting. Every time I was faced with DoF, it just broke the immersion 100% for me. Also, btw, another effect I remove whenever possible is eye-adaptation to darkness (when you go from a bright place to a darker place). It just strains my eyes to tears. I wouldn't have been able to play Skyrim at all if there wasn't a mod that turned that off. I was unable to play ArmA 2 entirely. It was just a waste of my money. But even if it didn't strain my eyes, I think it's one of those things that just gets in the way of the gameplay-flow and gets old really quick, and adds absolutely nothing to the game.
Depth of field needs eye tracking to know where ypu are looking; if you’re doing that kind of VR thing you don’t want to fake it anway and it is just a stopgap until you can use proper digital light fields display. In movies it is used to direct where you are supposed to look, but games aren’t movies.
Low fidelity graphics is kind of like reading a book; our imagination gets to hold onto what we're given and run away with it. High fidelity graphics leave very little for the imagination. Glad someone finally touched on this topic.
You are wrong sir. Physics are extremely CPU bound and that budget is most often spent somewhere else like on AI. I would love to see that too, but we are not there yet. Good cloth simulations, particle systems, fluid simulations (smokes) are also already here. Frostbite engine utilises pretty much all of those at once in BF.
You don't want hyper realistic simulations of physics, most of the time it's just not fun. You just want more fun physics sandboxes, and that doesn't need realistic physics. Take gravity for example, if your character and objects had the real force of gravity applied everything would feel way to heavy and glued to the ground
If you stylise the graphics so your computer doesn't have to render polygons the size of atoms then put more budget and processing power into content and more reactive environments we would definitely be getting closer. Look at the Red Faction games from 20 years ago and imagine if lets say a shooter like Battlefield stylised its graphics and implemented destructible environments into it like those games, it would be far more impressive than just looking pretty and be more fun to play.
@@ThylineTheGay In fact, most of the hype over things like the new RTX 30 series and other high-end, newer cards, is that they're so loaded with processing power they can do all their graphic things AND have enough juice left over to handle all the physical simulations WELL. Some of these GPUs are so beefy that they're utilized instead of CPU cores for stuff like machine learning (Titans).
Mental bitrate is a great argument for FPS over resolution, you can get so much more from a smooth, consistent stream of video than you can from super high fidelity at a much slower pace.
Exactly this. I Finished Re: Village a while ago and thought it was great. Later I wanted to play RE4 which I had never played before, and my god , no other RE game no matter how recent even comes close to how much enjoyment i got out of it. Older games focused so much more on content. Nowadays, graphics are such high priority that everything else is considered trivial.
In recent years, I've come to the belief that if everything looks amazing, nothing is amazing anymore. Maybe that's why I've grown to become less, and less impressed by graphics now. Of course I want my games to look good, but not at the expense of the game itself.
its actually crazy how much you improve with each video, it is just so refreshing to watch someone put an amazing amount of effort and passion into their videos instead of going for the easy money route. we genuinely appreciate every single second of your videos and you deserve all the viewers that are about to find your channel. I watched your dopamine detox video a few months ago and that video really started my journey of self improvement, ive made an insane amount of progress and for the first time in my life i feel genuine happiness every single day and it all started with one of your videos so just know that your content has the power to actually impact peoples lives for the better, thank you and have a blessed day :)
I highly appreciate this video as someone who spends a lot of time making better graphics and levels for older games. Simple and clean is often your best choice and the only things with high contrast should be the ones you really need. In modern games you can’t even appreciate good graphics anymore because there is absolute inflation. Some random ass chair in some random ass corner of a new cod game has more detail than the entirety of a mario bros and you haven’t even noticed it despite playing the map for 10+ hours. Crazy times Your editing is on another level btw
I always think about Ubisoft creating these absolutely massive worlds just to fill them with copy paste outposts and fetch quests with no interactive npcs.
I think what we miss the most right now is an actual good art direction. For some reason, the better graphics we get, the more "normal" everything starts looking. In all big AAA games we get the same big green grassy fields, same forests and of course, same grey city areas. Everything that you can actually see in real life at much greater fidelity. Which then begs the question on exactly what the point is of trying to bring in something we see every day into a media that is made to escape reality? I am so glad that at least id software still knows about that. Doom Eternal has unquestionably the best graphics to this day (that is, if you unlock the console and push the LOD settings to the actual limit). But the maps themselves are batshit crazy, and that is exactly what makes them memorable and so fun to play on. I guarantee you, that when you play through the Doom Eternal campaign, you will remember every single map to the finest detail there. You can shoot someone in a grey concrete house like you have done in the previous 6 games you have played. Or you can shoot someone in outer space, while jumping around on small asteroids above a half-destroyed planet. I will let you decide which scenario will be more enjoyable to experience.
Aside from a few things like more realistic hair and cloth, I think that we're getting to the point where there's not much improvement to be had graphically. Like, having hair be one solid block instead of individual strands is weird, and having rigid cloth is jarring, but these days we're getting things like buildings, rocks, trees, all looking pretty realistic. If a company really wants to waste money trying to chase after small marginal gains, that's their own choice, but it's so not worth it at this point.
Honestly I’m one of the people that really dislike the “realistic” hair rendering. Not only does it constantly tank my performance, but also ends up looking even less realistic to me, especially when light passes through it. Seriously any time those hair renders meet light they glow like they’re the sun itself. They constantly face weird clipping issues, light not working so the hair has this static-like effect. Maybe I’ve only played games that handle the tech poorly, but it’s just what I experienced with it.
I played inscryption quite recently. A game with an excellently horrifying artstyle that suits the narrative. I wish more triple A studios would dare to take these risks, instead of settling for realistic graphics because its the safer bet. I get it from a business perspective but I would love to see games with more creativity every now and then.
This is another instance of “the STEM student wanted to clone dinosaurs, while the arts student knows why it’s a bad idea”. I find computer graphics a technical curiosity worthy of pursuit, but today game studios invested too much into graphical quality.
Glad there is other people out there who feel the same way! The graphics might draw you in but without the gameplay and story to back it up, it’s not gonna be worth it in the long run and will be forgotten.
Hunt Showdown leads an excellent example for high fidelity games IMO. The world is so detailed and realistic, yet everything visually represented serves a purpose, with fantastic sound design to back it up. The fact that the painstakingly rendered visual detritus littering the environment is actually super relevent to gameplay, as any long grass or broken glass beneath your feet will make you heard by other players - just playing it I realised it really, really justifies its whole triple A graphics budget. And so of course when I play it on low for those sweet frames it kinda looks like ass yet it still doesn't remove me from its world in the slightest. Contrast to COD vanguard where, as shown, the vast majority of visual detail is completely and utterly meaningless. Love the video btw you got a new sub!
I just want to say I really like your video editing. You aren't afraid to show your face and you aren't afraid to be quirky at the same time. It's really really great.
Ay this was a nice surprise. Tbh my initial dive into less graphics-driven games was kinda circumstantial, over time me and friends just got less into multiplayer fps stuff on xbox together, and playing alone never felt the same. Then i saw a lot of cheaper indie stuff on pc I could just play off the bat without fancy gaming specs, i just went for it and like those style games now. There's just more fun packed per hour of playtime in games focused more on the "playing" part. Enjoy the rest of the holiday dude
"Fun per hour", that's a great way to measure video games. Many of the AAA games I've played in the last 10 years would have a very low fun-per-hour ranking. Endless gameplay, and also, endlessly boring gameplay
The only good thing to come out of all this is that good graphics become more accessible to indie devs. They can make their games look good enough without sacrificing gameplay.
Banging video as always. The effort flows out of every visual edit and little thing. (I know it's a video about graphics) Seriously though, keep it up it really shows! :D I would like to say, it feels nice to have this flowing world that really looks like you could step into it, but I've noticed that the only games that really hold my attention, or even keep me playing are either A, mentally and emotionally addictive, or B constructed in a way to engage with a purpose. Every little crack of these purposeful mechanics and stories are crafted to be used, not seen and looked at. "Wow I love the flowers 5k texture" hasn't really entered my vocabulary, but "I want to keep using the portal gun, it's so cool" kept me through the entire game of Portal and Portal 2 hooked on that one simple idea. I don't think AAA is the direction that games as a medium are built to sustain especially with the quality control that keeps going down. Just a little thought.
You have put so much of what have been telling people for years, into this video... I love it. This is why I have switched over to indi games the last 5 year's. They are better and cheaper.
The "graphics" problem is most noticeable in animated movies. Specifically the ones that market themselves as "the most pretty movie you'll ever watch." The problem is that to get the visuals that pretty, they need everything nailed down VERY early in development, without much wiggle room to change it if they run into a minor problem like the story making no sense. It's like finding out the 4th floor of your skyscraper needs to be completely rebuilt while you're working on the 20th floor.
Thank you sir! You've expressed what I've been telling my friends for years - less is more. I can remember a LOT from Morrowind, Oblivion and FO3/NV, but sometimes I can't remember stuff from Skyrim or FO4; I can remember 90% of Yoshi's Island and all of the pixel Pokemon games, I'm lucky I can remember the 3D Pokemon games and I forget how many "New" Super Bros games there were. Graphics should be stylized, not hyper-realistic.
I completely agree, the memorable experiences from games come from good moments and gameplay, and the rest is mostly filler. I respect artists for creating a game that has the visual aesthetic, but its up to the general programmers and music artists to give life to the game that makes memorable moments that will probably bring you back years later. HL2 puzzles and story are much more memorable to me than basically all new AAA games I have played.
You're absolutely right. I felt this way since ps3. "The graphics are better but the gameplay is meh. And I preferred when the games felt like a fantasy instead of trying to emulate real life anyways". However this will probably get better as high graphics become easier to do with AI. They'll have more gameplay to focus on. Video has too many memes for my taste, but at least please don't scream in our ears again v.v.
AI will solve many of the animation, character design and voice acting problems for less important NPCs. You used to be able to paint some sprites, write some text and do a few lines of code and that was enough to put a little side character or easter egg into the game. Today its a dozen people spending hundreds of hours, low poly modeller, high poly modeller, animator, texture artist, purple haired SJW to tell you if the joke is offensive or not, motion capture team and actor, voice actors in 5 different languages. You cannot possibly crank out a thousand mundane NPCs to populate the world like Daggerfall did at the level of polish and unique bespoke art required by AAA games without training a neural network to do 99.9% of the work.
@@soylentgreenb It's funny you specify sjws censoring media after so many decades of conservative christians making sure satanic things like pokemon and rainbow flags are kept off TV. Like I get it, but you should reconsider your anti sjw rhetoric and see if it actually holds water or not.
@@blaireofhylia1572 You've pointed out the similarity between the old moral watchdogs and the new. Most anti-sjw people have already observed and talked about this hilarious irony, it doesn't sink our position. It *should* be an "are we the baddies" moment for *you*, though. also, "like I get it," is backhanded, insincere empathy. It's exactly as deceptively condescending as saying "y'all"
@@DoctorPhileasFragg You're wrong, I said I get it because I used to be an anti sjw. And I did have an "am I the baddie?" Moment. That's why I stopped 😎
Remember when photorealistic paintings are high priority until photography was invented & all the sudden most people don't give a shit on photorealistic paintings anymore because pictures are accessible, that's where game graphics are heading in the future.
I feel like detail and intense graphics are more about visual stimulation and emersion over anything else. Its something that I feel is necessary for my experience with games, as I've become more picky with the media I consume over the years. But satisfying that urge for visual stimulation doesn't need to come from how real it looks or even how detailed it is, rather its more important to have a feeling of visual consistency.
Man, this is exactly how I feel about the industry nowadays, even more because my computer is bad, and I live in Brazil, the indie games are a refuge for me, take a look at underrail, this game is amazing.
90s-00s gaming had such a vast range of creativity. I love the amount of risk they took on odd concepts in The Y2K era- the Dreamcast/PS2/360. All this should show us that GRAPHICS are not the Most important thing.. If you can create satisfying movement, gameplay mechanics, physics effects, responsive parts of a environment, a environment that makes you want to explore it, engage it, etc. That stuff is so much more important. Not just "who can make the largest game world, or a game with the best Graphics." I think Art style, design, vibe, aesthetic is much more important. You don't need top notch graphics to greatly appreciate and enjoy playing that game. That's why we are seeing such a resurgence of players who have gone back to playing older games because they realize the aspects of gaming that they care about and are unhappy with in most modern games. So hopefully gaming will enter a new era. That mixes in aspects of the older era's. With our modern capabilities that will hopefully help make it easier to create a satisfying game. As well as a vast range of game's Instead of everything trying to be Triple AAA or free to play online battle Royale games.. a lot of us miss the options for local multiplayer, split screen, lan parties, or offline modes against bots or other diverse offline CPU game modes.
You know what, this makes me appreciate the open source game with lots of mods more. I'm into mimecraft shaders, and I think it really only helps the game. The devs put all time and effort into the core content and potential experiences, and then you have mods and modders add an additional experience potential on there. It works... if you have the pc to run it lol
I disagree that good graphics are ruining my favorite games. I can agree that some developers prioritize graphics over gameplay and I tend to steer clear of them , but there are memorable events , levels, stories in modern games that benefit greatly from high quality graphics as long as they hold solid framerates for the game genre.
i'm learning game design with unity and i am so frustrated of not being able to make a game that doesn't have the visual details that today's gamers are attracted to. and with this fucking super amazing video i'm gonna say fuck graphic details (to an extent) and i'm gonna make best gameplays for my games. that would be way quicker too. also your videos are not long which is awesome, it's so shifty (i don't know how to say it, i mean not boring), super funny and no fucking extra horse poop in it. i wish your days were 48h so that we could watch your videos sooner.
This is the best way to go learning about game development, imo. It's just that I can't help but make kinda realistic graphics when I've forgotten nearly all code.
Sounds like you busted your ass to get this out, really freaking good editing! We got beans, we got controller that does not match, and Judy Hopps, I am very happy. That was a damn good scream. We need a gameplay renaissance for certain, bring back the joy and love to development. Bunny Butt. I rarely play any games these days, it just doesn't feel the same. Need to find the diamond in the....rough. Dogshit cake, the voice actor for Peach nailed it. Drummy Man Mc'manly Reviews. It is strange that they're competing with themselves instead of just putting love into it. I'm sure that there are people who love their jobs working on games but the corporations (EA, and all those other folk) just squeezing the endless lemon, and people just keep on drinking the High Definition Piss. Soulless Ragdoll NPCs need to go away or be used more sparingly. Stylized graphics for the win. Looking forward to the patch video. Thank you for your time Sir.
This is why Destiny 1, Bungie's Halo games and the golden era of COD (2007-2013) are my favorite AAA games. Still very technically and visually impressive for their time, but also with beautiful artstyles and engaging gameplay, which is why they hold up so well today. I just wish indie devs had the willpower and energy to make such adrenaline-filled FPSs, albeit with more stylized artstyles and less polygons, instead of walking simulators about depression. Now that technology has come so far, imagine the bombastic battles that could be made by just implementing simpler graphics. More enemies on screen and more explosions, just presented in a more simplified and stylized manner that immerses the player with presentation and mechanics rather than just sheer emphasis on realism.
Complains about how graphics take away resources from unique gameplay ideas, complains that indie studios aren't making "full" games that are 40 hours long 🤔
Strongly agree. I'd put it this way though - it's the illusion of reality that matters, not the simulation of it. This is why a good skybox backdrop is vastly superior at establishing tone, atmosphere, and the feel of reality, compared to a fully-rendered but low detail traversable landscape. And this is why paintings and hand illustrations are often better at capturing the feel of a moment or a place, than an actual photograph. Anyway, would also highly recommend anyone watching this go and watch the following GDC talk about negative space: ua-cam.com/video/GZ99gAb4T0o/v-deo.html In which a level designer discusses the original CTF-Face from the original Unreal Tournament, and why later remakes that featured "better" graphics had inferior gameplay, and why "better graphics" don't just limit a game through production costs... but actually change the nature of the gameplay, due to the way in which we perceive a game's visuals.
The search for photorealism replaced the need for a solid game. I still remember binging on 2d pixel pokemon, now pokemon is 3d and colorful but somehow its not the same adventure!! I owned a 3ds and it was not as addictive as the game boy games like ie Zelda Link's awakening and metroid.
So the remakes to you aren't as good as the originals despite being *nearly* the same exact games in 3d with more pokemon, updated mechanics and convenience features?
@@dandre3K the problem with newer 3d pokemon games is that they have a lot of trouble recreating the feel and appeal that the older 2d games have, because in 3d pokemon games the animations are pretty jarring to look at and dont make much sense for some moves that a pokemon would use
The fact that Forza was rated for "best visual style" in the Steam Awards is absolutely appalling when the very definition of that section includes a reference to how realism doesn't automatically make a good artstyle... when Psychonauts and Subnautica were both options. Shame on the nominators, and shame on us for voting for that lazy excuse for a game.
Totally agree. It's been hard to find a genuinely "fun" game recently. We're way over focused on graphics and "immersion" instead of what the game is. That said, ratchet and clank looked and played great, so it is possible.
Yes, and besides that most games are made with love. Cyberpunk, GTA definitive edition all just feel sad cobbled together pieces of broken scrap with a new piece of paint. Just look at MGS1, people still discover new stuff and details. It doesn't even need to be in the first place, but damn it, because it's fun.
I think the main reason why "graphic aesthetic" is way better than just realistic graphics is personality. We can use non-realistic aesthetic to work with more abstract concepts in the design's. And very realistic graphics just look like what we already know, physical reality. And i firmly believe that people who think realistic graphics is the most important feature of a game, is people who have no imagination and need things to look like physical reality as much as possible to feel real to them.
Great video man! Personally I've never cared much for graphics as long as I get an awesome game. I tend to play older games for the most part because of that. (Also because I'm 31 I guess) Like every gamer, I love looking at epic graphics and all that shit. But graphics are meaningless if I don't enjoy the actual game. I'd rather play CoD 2 for the 100th playthrough before buying Vanguard for example. Fuck that game, as good looking as it is.
Rated beans for everyone.
Also pls subscribe I actually ironed my shirt for this one.
Also New Discord! ► discord.gg/hMDk7ZN4mn
New Patreon! ► www.patreon.com/ManleyReviews
Bean.
Basically homeless :trollface:
@@skyturtle5025 literally where I got the idea from. Beans always just crack me up.
you forgor to add the "t" in "starts"💀
Nah, there was a typo at 0:11. Disliked, unsubscribed, throwing away my phone, and shooting my neighbor.
Edit: nevermind, 1:05 was based. Liked, subbed, and apologizing to my neighbor
As a game developer who's dissatisfied with most modern games I couldn't agree with you more.
Me too. I litterally went back to playing Garry’s Mod.
as a game artist, mee too
modern shoters are slo0w tactycal shit and you cant kill friendly npc wtf!!!!!??????
As a game developer who doesn't want to spend 100 euro on every bush in my game I also couldn't agree more
More realistic graphics are the more realistic physics has to be
Urban reign cannot be remade with modern while having the same physics it has, the physics have to change as well( that was just one example)
Realistic graphics I guess have somewhat ruined games, cause game aren't meant to be real life, they are meant to be wacky fun , 😂
Leave it to Liam to spend 5 hours editing a 20 second meme for our enjoyment
Merry Christmas bro
@@mrcheese6247 merry Christmas, cheese
we meet again, Cheese.
merry Christmas.
Thanks
I’ve been saying this for years! Art direction is being gutted for high fidelity and all the “difficulties with development” that hinder games these days are just because the graphics are bogging down the development.
It's a software development problem. Code quality has gotten worse in this decade.
This is why indie games look so good despite being able to run on a potato, also the more you try to make games look realistic the easier it is to point out the flaws and cut corners which end up working against the whole realistic graphics. Take Cyberpunk for example, the graphics look good but when you see such real looking npcs walk around in the same circle or do video game things it's harder to digest than if a character from an older game like San Andreas were to do the same.
Honestly I wonder if people will feel sick to the stomach if you are killing people in a game that looks a little too "real". Like I vomit from watching LiveLeak but call of duty looks fake and goofy so its fun and more enjoyable in my opinion.
The fact they can run on a potato only means the devs get paid and everybody has the opportunity to enjoy their game. This is the way it should be though.
Uncanny valley
@_Triger_ Yeah. I'm fine with it in fiction but IRL, I can't handle it well
@@artbyddp Exactly look at BF4 it's graphics looks so bloody good i run on ultra 60 fps on my 2024 pc. But when i play vanguard i have to run in on low which makes it looks much worse than bf4 so technically for me graphics and performance gets shittier every year.
I've been saying this for years, but it sometime feels like it's so hard to explain this to people who haven't studied art or tried to do anything like this themselves: That perfect visual clarity at all times (aka. "good graphics") are not actually what you want or what your brain enjoys. Composition matters *way more* than detail. Some stylized aesthetics can keep a game looking good for *decades* after release, rather than most 'realistic' games looking laughably bad after a couple of years. And the reason we remember old games so fondly isn't *just* nostalgia, it's that our imaginations had to put in work to fill in the blanks that the processors couldn't. Sometimes, *intentionally blank is better than filled with scribbles* .
Re: Game looking good for decades.
Mirror’s Edge (1) still looks phenomenal, highly recommend playing* or watching a walkthrough if you haven’t.
*If you buy it, buy it on GOG as EA’s activation servers sometimes have issues with their older games.
the resent remasters of GTA games prove this dramatically. tons the stylized visuals are gone and repalced with souless unreal 4 asset flip graphics that completely destory how the game used to feel. its technically "realistic" but it looks and feels like dog shit
@@ali32bit42 I actually think the GTA remasters are very interesting in that regard, it is clear there was some attempt at using stylization, in fact a lot of people talked about the more cartoony style when the trailers came out, however the actual implementations is, from what I can tell watching videos of it, pretty bad and inconsistent.
@@fqdn its not really an art style its more like "here is the cheapest and fastest low effort designs we could make and we will call it ps2 style to hide the fact that we were lazy" the oversaturated glossy graphics and complete disrigard for post processing just make it all worse too
Yeah zelda wind waker is perfect example of game that aged well and still looks nice even after 20 years due to its artstyle.
2:05 Mans just did the prefect replica of the keemstar rocket league scream... just sayin'
Oh my goodness, I smell extremely hard work mixed with passion and style on this video 👀 absolutely insane!
Also, GIVE ME A GAME WITH GOOD FUCKING GAMEPLAY PLEASE GAME PUBLISHERS
It's probably the socks tbh.
Hello fin
Says the representation of hard work and effort himself, love your work Fin
You should also check out his band cause I mean he’s great at reviews and great at slamming the fuck out of things
You perfectly described why I often struggle in newer shooters compared to old ones, I can't see shit through all the visual clutter and everything begins to blend together without the contrast. It gets frustrating to pixel hunt or get killed by a guy hiding in a corner that blended in long enough for me to react slowly to his presence.
true, i dont get how much of a basement dwelling no lifer do you have to be to want "pretty graphics", like just go outside lol
Especially the black level thing is something I feel familiar with, while trying to mod Fallout 4 to look real good and nice I noticed that if I don't set the black level real low to make the contrest work correctly in night, then it will be more or less impossible to tell where enemies are at night.
This is just my opinion but for me shooters are much more fun and understandable when they look cartoony like TF2 or Garden Warfare
Seems like you need to git gud
My favorite shooter is still Quake 1 because of its visual clarity. Yeah it looks blocky, but the gameplay is fun and there are no annoying effects obscuring the important things I need to see.
Ive always thought to myself "why do people want graphics in games that look like the world we live in all the time??" I mean video games are an escape from reality, they are not not reality therefore it should not pretend to be something that it's not. Just because it takes more hardware to run doesn't mean that it's a better experience, I think there are games on much cheaper hardware that look better and will have you more immersed than a game that is a 1:1 recreation of real life.
It’s so true, I think some super realistic games can work like the uncharted games but I really don’t want everything looking super realistic. Can you imagine how good games would be if they used the technology of modern games to make strange stylish environments of a different style? Like take all the tech from Uncharted and DX Mankind Divided and Alan Wake 2 and put that in a world with a burned golden dystopia like DX Human Revolution, or make a strange alien world where the normal laws of physics don’t apply, or a strange monochrome nightmare of distortion and reflections. Those are just a few ideas but hopefully it gets the idea across, detailed variety and distinction is what the tech should be used for, it feels like it’s wasted just trying to make an even more realistic earthen forest, if I want to see that I’ll walk for 15 minutes to the park.
@@justanotheryoutubechannel we had the Vertex Shader era (GCN, PS2); we had the Pixel Shader era (X360, PS3) - and now, we're squarely in the era of Physically Based Rendering. the reality is that PBR has mainly functioned as a way to drastically cheapen the cost of asset authoring for studios, reduce development time, and, more and more, cut artistry and artists almost completely out of the loop. you can look at PBR as "the end of the texture". the visual look is now a direct product of realistic light transport calculated on realistic 3D models. in fact, the majority of assets are no longer modeled, but are rather straight up photogrammetry scans of real-world objects, collecting 3D information and material information in one fell swoop; the artist's hand has been taken out of the equation. the industry has driven itself into a corner. with a PBR pipeline, interesting and creative visual styles don't come naturally, at all - what comes naturally is simply recreating the real world. it's to the point now where the industry is moving towards asset libraries that are licensed by different studios for use, essentially a generic "lego kit" of objects, 3d, material, and all, that are used by everyone.
PBR is the logical conclusion of the relentless drive towards photorealism - it's a massive time and money saver, but if you go PBR, you are fully committing to photorealism, and to break out of that requires a large investment of time and money (that you've become used to saving). the industry has painted itself into a corner. it's funny, because now we're reaching these "white whales" we've had as graphics programmers - things like realistic dynamic global illumination, raytraced reflections, etc - and it's kind of for naught, because, at least for me, i'm sick and fucking tired of straight photorealism. "we have photon mapping now! new york city looks more realistic than ever before!" and it's still less visually striking than Shin Megami Tensei Nocturne for the PS2, released in 2003.
To make fantasy more lifelike
IF YOU WANT GOOD GRAPHICS WITH REALISTIC TEXTURES GO OUTSIDE AND HUG A TREE
NINTENDO WAS SMART AND REALIZED WHAT EVERYONE ELSE
IS TOO SLOW TO
Nintendo realised long ago that competing in graphics is pointless. No matter how powerful your console is, in a couple of years it is going to be obsolete, and anybody who really cares about graphics is going to buy a PC, because that is where the best graphics are.
Instead, Nintendo focuses on their strengths:
* Nintendo likes hardware gimmicks, because it makes their console stand out. Nobody bought a Wii because it had the prettiest graphics, they bought a Wii because they wanted to play with the motion controls (An idea so good both the “superior” PS3 and Xbox 360 tried to copy it). The same thing is happening with the Switch: people are buying it because they can play their games anywhere, and can move between a handheld and a home console. They like to focus on giving customers something that they cannot get anywhere else.
* When Nintendo did try to compete on power, they didn’t do very well. The N64 and Gamecube were the most powerful consoles of their generations, but were both massively outsold by the “inferior” PS1 and PS2. The Wii was the weakest of its generation, but outsold the PS3 and Xbox 360. This proves Nintendo’s approach to console design clearly has something going for it.
* Performance is expensive. Performance is even more expensive when you are using it in niche applications. If Nintendo wanted to have something as powerful as an Xbox One or PS4, while still being portable, then it would probably cost twice as much. This means that Nintendo would have to charge more for the console (probably not something the market could sustain) and/or eat a hefty loss on each console sold. Instead, by not focusing on performance, Nintendo make a profit on each console, and keep it at a price point where more people can afford it.
* One of Nintendo’s biggest strengths is their first party titles, all of which rely on stylised graphics and strong art-style. It doesn’t matter that the console is not very powerful when Pokémon, Zelda, Mario (and its millions of spin offs), Smash Bros, Metroid and Donkey Kong are incredibly popular and all don’t care about high end graphics. Why make your console more expensive to make and develop for when you don’t even need it?
* The companies that tend to focus on graphics are third party developers, such as EA, Activision, and Rockstar. If the console sells well (like the Switch currently is), then those developers will find a way to bring their games to it or, failing that, make unique games that work best on the hardware.
* By not competing with the other consoles, or PCs, in terms of power, while offering unique gaming experiences, Nintendo has comfortably found a niche as an optional second system. If you have a PC, PS4 or Xbox One you have very little reason to buy one of the others, because they are all basically the same. Nintendo’s consoles offer things that none of the others offer, and thus can easily tempt people with another gaming device into purchasing it.
* Nintendo has also found a strong market in all ages These people don’t care about graphics, so why waste money on giving them something that they don’t want? An families don’t care that the Switch doesn’t have the best looking games, they’re just happy that they can have fun
Ever since the Wii era Nintendo has. Been trying to train us that power doesn’t matter
Whimsy and imagination and creativity and memorable experiences are more important to them
And y’all still aren’t getting it
Move on from Power
it don’t matter
Nintendo doesn’t want it
They think it’s boring
They don’t care
Official quote from iwata: "Even when we were going to launch the Wii system, there were a lot of voice saying 'Nintendo should stop making hardware'," Iwata recalled, talking to Gamasutra.
"The reasoning behind that was Nintendo would not have any chance against Microsoft and Sony. The fact of the matter was: I did not think Nintendo should compete against these companies with the same message and same entertainment options for people.
"We have not changed our strategy," he added. "In other words, we just do not care what kind of 'more beef' console Microsoft and Sony might produce in 2013. Our focus is on how we can make our new console different than [others]."
The switch is faithful to iwata’s legacy
@@madnessarcade7447 Well said.
That's a helluva great content! The detail you've put into this is simply amazing!
Random encounter:Luigi
Chance: 1%
WAIT HELLUVA . . .
Everytime I see muslim text my mind says
"Ala habibibi Ala habibibi "
2:03 :)
اهلا لويجى!
These 9 minutes are way more interesting and entertaining than almost every 1 1/2 hour video essay I've seen on this platform, KEEP IT UP YOU'RE WONDERFUL!!!
that is exactly what I seek out to do. This video was supposed to be far longer, but I had to scrap a lot of later content as I wanted this to be released b4 christmas. I love and also hate gaming essays for the reason they tend to just run on for hours simply to cover their positions in the most bland/safe way. so i'm stoked i think that effort is coming across.
@@ManleyReviews bro I ain't Gon' lie - I learned a thing or two from ur vids on doing videos the creative way. cheers to that 🍻
my pleasure. glad to be of help.
@@ManleyReviews The effort you put into this, and then replying to tons of comments. True dedication, great video. Just subbed
As far as stylized graphics go, I feel tf2 did a great job, even with all the explosions everything is very visually clear
Correct!
...until they kind of ruined it with the hats.
I WAS DYING TO SAY THIS. i am a professional 3D artist of 7 years. and lemmi tell you i dread the recent trend of video games constantly advertising their photoreal graphics. the hyper focus on those shiny AAA graphics and the complete dismissal of gameplay is making me sick of gaming . ever since unreal engine 5 came out the sick feelings have only increesed with the engine's hyper focus on unoptimized oversaturated high poly graphics and nothing else . and i dont know if you noticed but many AAA games are starting to look and feel exactly the same with very little syle diffrences . i honestly cant tell what games i am looking at anymore especially when it comes to some racing and shooter games. even the UI design is becoming boring and repetitive. DEAR DEVELOPERS : we play games to escape reality. we dont want more reality shoved down our throuts !
edit : for the unreal engine fanboys read the replys to get my point with unreal. the engine is not the problem the users are
@N7Andy my problem is not realisem heck i specialize in realistic environments and smi realistic characters with high detail fur , my problem is the cost associated with it. from over cluttered environments that confuse the eye to annoying VFX that you are not alllowed to turn off which destroyes performance . (for exampe apex legends is full of complex refraction and blurr effects and tons of reflective surfaes and PBR stuff that users cannot turn off which hurts performance dramatically and forces people to play in 720p to get a stable framerate , non o f those effects add anything to gameplay in any way ) all because some privilaged art director with a quadro graphics card thinks the visuals are more important then smooth gameplay and aceesibility to the very high cost of producing PBR assets the focus on graphics instead of gameplay is hurting gameplay design dramatically. games are Not movies . they are not ment to be eye candy and developers should focus on fun and functionality instead. just look at how amongus with its basic 2D graphics took the internet by storm or how minecraft's iconic pixel art made it the most popular game ever even today with a thriving mooding community and youtube community. those games are not technically "pretty" or realistic but the fun game play and polished mechanics made them some of the best games ever made . meanwhile cyberpunk 2077 had amazng graphics but performance was terrible and everything was buggy and the RPG elements were missing with a bland story to replace them . nothing was interactive apart from basic objects either. and that is just one example. from fallout 76 to madden22 soo many AAA games come out with decent graphics but boring unpolished gameplay and TOOONS of bugs and server problems. developers need to understand that when they cannot afford good graphics and good game play in the same game then the focus should be gameplay and nothing else. also NOBODY gets hurt if we let people turn off effects they dont like such as glossy surfaces and lense flares but NOOO . and i have not even mentioned asthetics and art styles and how some remasteres completely destroy asthetics . look at GmanLives Channel to find the video on gta trilogy remasters and how they ruined the remasters with pointless effects and buggy gameplay .
@N7Andy that's a very intelligent awnser and i'm glad you showed there different types of people that like different kinds of games. The problem actually sits here, for 10 years, if you prefer gameplay above all but love the ambition and budget of AAA productions, you're fucking screwed. You're either stuck with Nintendo, 5 hours long small scale indie games, or just go back to play old games. There are different kind of people and all of them deserve their games but for 10 years, AAA aimed to satisfy one kind of people. This is utterly depressing for people like me, who like near perfect gameplay feel and level design, coupled with bold and gorgeous art direction, regardless of realism. I am fucking stucked with Nintendo because they're the only ones putting budget in such productions, but their shitty atitude towards customers and lack of innovation with the Switch having more Wii u nintendo originals than switch Nintendo originals, i feel fucking screwed and am starting to hate this rotten industry even more after having worked at some studios. I crave for a paradigm shift.
Couldn’t agree more!!!!!!!!!!!!
This comment was perfect until you spelt throats wrong
I never got the whole "escaping reality" thing. I just play because it's fun. I'm not trying to ignore the life I live in.
Yes! Art style over graphical fidelity. Even though games this day have good graphic, but without good art direction/style it feels less memorable.
I love the graphics too but at the expense of the art? never.
I feel the more developers try to reach photorealistic graphics, the closer we get to the uncanny valley, not just for character faces, but in general, a feeling that it's trying so hard to look real that it starts to be creepy
@airlockengage Agree 100%, if i want reality, i have real world for that
He was looking hard for a place to use his uncanny valley reference
@Jako it would be cool if used like that
I....actually wouldn't mind. Imagine seeing the muscles and the blood and wounds of a person you just killed in game.
Holy fuck, I need help.
Tbh I don't get the uncanny aspect BUT what I do hate about photo realism is that the amount of resources that goes there makes the overall game itself suffer. Most modern photo realistic games have the most bland, repetitive easy af gameplay that's just there to remind you that yes this is a game.
Let's add another important aspect - money. There is a HUGE difference between spending $100 mils on staff salaries and $50 mil on staff salaries. Creating a beautiful yet fun and engaging game costs money. Focusing on graphics instead of gameplay is WAY more profitable simply because it is easier to make and ship out. Putting content, working on AI, create new game mechanics require brainwork, not just development time. So, employees would spend more hours figuring shit out to make it logical and memorable. In short - fuck new ideas and give me money!
yeah and they charge extra these days for content that should've already been on the game from the beginning. Almost like they want to tax us on behalf of their laziness.
@@artbyddp uP
"Realistic-looking" games age the worst, the entirety of their concept seems to be focused on the short term (Huge investment in marketing, awesome graphics and multiplayer service with an expiration date, for a quick ROI).
They look great right now, but sometimes it is impossible to distinguish one game from another without using the UI to differentiate them.
I feel like games like sims should have realistic looks, but it takes away the fun from a lot of games.
Case in point: Mortal Kombat.
Not even that, because many modern games without a strong visual identity also use the same, white blocks minimalist UI with just minimal differences.
Realistic looking games are good in gta sense but in more terms they don't spend gamespace on gameplay but more graphics. I will play 8bit games if it has good gameplay noita is a good example.
Nah. They look very good when done right. Battlefield 3/4, doom/eternal, forza horizon 4, etc. all look good. Even to this day. Just look at crysis 3. Or battlefield 1. All have aged well in the graphics department.
I personally feel that advanced/realistic graphics _on their own_ aren't a serious problem, but companies insistence on adding it _everywhere_ and (especially) at the cost of other things is a problem.
In GTA 5, I believe that everything looking as close to IRL as possible helps immerse me in it's world, but Borderlands immerses me _just as much_ without looking like real life.
In conclusion, I believe "realistic" graphics should be used in moderation, with considerable thought into whether it's feasible and/or if a more stylized approach would work better.
Exactly. On it's own it's a wonderful addition that can make an exceptional experience.
And note that Rockstar actually toned the realism DOWN for GTA V. GTA IV's physics, narrative and gameplay were much more grounded in reality than V, and that ended up being not such a good thing in the end, to the point they tried to make the last DLC, "The Ballad of Gay Tony" a bit more cartoony and actually found a decent balance in GTA V.
My theory is that:
Simple graphics requires more imagination to fill in the gaps, and give a more fully engaged brain
Really nice graphics are no imagination required = less engaged brain
Very aptly described.
Took the words right out of my mouth👍👍
you have a point here
Celeste, the character is literally nothing but some squares but from playing it for some small time I was still amused from the beginning of the game.
Definitely! A similar thing occurs in film when they keep increasing the FPS, more images per second equates to less imagination required to fill in the gaps = enjoyment decreases
This explains why I felt immersed in a game as old as Half Life yet struggle to feel that same immersion in many modern games.
Yep, and also Valve are absolute masters of their craft. They seem to understand these points completely. Their catalog is full of examples of how to do graphics well.
@@RampageCrumpet Just started playing HL2 and it's just as immersive, graphics hold up pretty well especially in artificial environments. The facial animations are also really good, imagine what people would've thought of seeing that in 2004.
The same apply to Left 4 Dead. Check Crowbcat video about the comparison between this game and Back 4 Blood and this video will make much more sense.
@@naruteoh123 I saw that one, impressive how so many new games mess up the atmosphere and general feeling of the gameplay. Charlie said "you don't notice the small details" but oh boy you REALLY do.
@@TimSlee1 even Left 4 Dead has it's own "art style". They perfectly captured the essence and themes of a horror zombie film, from Movie posters starring the survivors as actors, dark and abandoned places, and even the music adapts to the situations like it was intentional.
The better graphics get, the harder and larger the game will be to create , and everything else will suffer in the name of good graphics
I will always prefer "ugly" or mild graphics that make the game run at a stable 30/60 frames than knowing the color of the spots on my character's skin or see the muscles in his face move "realistically".
Finally. I never understood the obsession with graphics if the GAME SUCKS
b-b-b-but is pretty
I remember there being a lot of arguing about graphics back in the early 2000s, people would say that the PS2 was the superior console because it had more games. And I'm pretty sure that a lot of people even today don't understand that sony didn't make all those games... they just made the hardware.
They hated the xbox, because they demanded that graphics aren't what matters. Skip ahead to the PS3 though, and what were they bragging about?
For me though. I never cared that much about hi res flashy graphics blah blah... but what i thought of when i saw more powerful hardware was more interactive worlds. Red faction being the best example, i thought this meant that new game mechanics were possible and this power would open up these new possibilities for developers to explore.
Half life 2 made me think here we go it's starting. But then nothing much beyond that. We still have the same sh7t using the same template, just now it's in 4k. Resolution is the focus, all that power these systems have, that's where it goes. Same game you were bored with 20 years ago. But now it's got fancy lighting.
You still can't break down doors, but at least searching for that key never looked better.
@@derealized797 200% this
In my opinion, if a game sucks but the plot/graphics are the reason you play the game, why not just watch it on UA-cam or something?
Which is the same case with OOT but it is used as a template for a "good videogame" in this video. Game sucked balls but all the kiddies went crazy over the graphics
This is some high quality content dude, you are criminally underrated. Gonna start advertising your channel to my friends because you really deserve that
bro gtfo you don't got to do that. thanks man.
Definitely a hidden gem
Manly "stole" this content from people like me and Sean Malstrom who were going around forums for the past 10 or 15 years explaining this stuff on every popular game forum and youtube video. He has the facade of the argument but none of the depth, which was they very point of what we were saying about modern games. Its cool he is bringing attention to this but he needs to at least try to contact the people who got him to realize the problem and let them explain the stuff along with him and his particular additions. Everyone wants to steal content and then try to make bank from it passing it off as their own idea. Original ideas are hard, original good ideas are like unicorns, everyone wants to see one, but no one know how or why or where they are.
I wasn't gonna watch this vid cuz I was like "duh. Too much emphasis on graphics is ruining AAA games. I've been thinking about that for the last years" but I was like "ah wtf. It's only ten minutes long and I ain't got nothing better to do with my miserable purposeless life" and it was actually really enjoyable to watch. Subscribed :)
He'd probably have twice as many subscribers if he didn't swear, due the algorithm. But this is amazing content.
You're absolutely correct. I've stopped pre-ordering and started playing more Indie games.
Your videos are so entertaining. Please keep making more.
Aesthetically pleasing with no personality, that is what most Triple A games are these days. As much as I also do love games looking realistic sometimes style is better and like you said, so many Indie games nail it, Triple A gaming as become way too expensive and companies trying to show who has the bigger dick, yet it doesn't matter when it's broken and not fun haha. Awesome video man, love the F-zero music in it. Thumbs up for that.
A game that has so much personality between it's music, art style and npcs is Fate undiscovered realms
I just want to game affordably in the third world for Christ sake
This channel is criminally underrated
I'm gonna share this video to everyone i know and don't know
bro, comments like that unironically make me choke up a little bit. Literally months ago i had like 2k subs. Thank you.
This is why gaming in the first couple of console generations was the best. Everything was a fresh idea and because of limitations to graphical abilities people pursued artistic direction instead of realism
But limitations on graphical abilities also force them to improve graphical system with such limitation.
I'm not saying today's programmer aren't as genius tho.
Even back then a lot of people tried to make realistic games
Like COD for example
Have you heard of indie tag on steam/sony store?
@@madnessarcade7447 I'm necroing this to say.
COD was not in the SNES or the PS1 bud.
@@ryxrr7207 Even back then a lot of people TRIED to make realistic games
LIKE COD for EXAMPLE
No mention of COD being in the SNES or the PS1... BUD!
I feel that as graphics have improved, other things that are more important for gameplay like AI have regressed.
We live in an era where machine learning and functional, specific AI exists, yet games like Half Life and F.E.A.R. with simplistic in-game AI actions and triggers supported by voice chatter is still considered top tier for AI in games.
@@HiSodiumContent Exactly. Or like how the sound propagation in Thief: The Dark Project is still better than most modern stealth games
they haven’t regressed, it just hasn’t caught up.
I don’t know if it’s particularly regressed but it definitely needs to catch up. In Cyberpunk 2077 they had all these lies about revolutionary NPC AI but in practise the AI was pretty dense and wasn’t much more advanced than talking to NPCs in Deus Ex Human Revolution, a different sci-fi game from a decade earlier, except unlike it that game the semi primitive AI really clashed, you had hyper realistic humans who acted like the primitive looking models from a decade old game. There was an example I saw where someone had made a demonstration of the cockroach AI from half life 1 and compared it to cyberpunk, and it honestly was more intelligent. I think if graphics want to stay this good or improve further, AI has gotta come forward to match, really good AI shouldn’t just be reserved for overly-ambitious cockroaches and weird demonstration pieces.
Physics and destructibility too
The things I always turn off, Depth of field and motion blur. Depth of field always makes what I want to see blurry. Motion blur is completely unnessiary as your eyes will naturally blur with fast graphics/movement. I often get the impression graphics devs never set foot outside, and spend their lives glued to a screen, as they never seem to have a clue what reality looks like.
I love how many hd remasters give the game a brown filter for "realism"
YUP. if it's over 30 fps that motion blur can go right in the trash. Horror games I find do make it scarier with it in, for some odd reason, but totally agree.
What you said of motion blur also applies to DoF, actually. When you're looking at something, the rest of the screen is already naturally blurred, because our eyes have a very small focal point. And yea, I like to be able to look wherever I want as well. I mean, the character's eyes are MY EYES. The character should be looking where I'M looking, and not where lazy developers want to. Plus, it's distracting. Every time I was faced with DoF, it just broke the immersion 100% for me.
Also, btw, another effect I remove whenever possible is eye-adaptation to darkness (when you go from a bright place to a darker place). It just strains my eyes to tears. I wouldn't have been able to play Skyrim at all if there wasn't a mod that turned that off. I was unable to play ArmA 2 entirely. It was just a waste of my money.
But even if it didn't strain my eyes, I think it's one of those things that just gets in the way of the gameplay-flow and gets old really quick, and adds absolutely nothing to the game.
Motion blur works best only in racing car games, every other genre sucks with motion blut imo
Depth of field needs eye tracking to know where ypu are looking; if you’re doing that kind of VR thing you don’t want to fake it anway and it is just a stopgap until you can use proper digital light fields display. In movies it is used to direct where you are supposed to look, but games aren’t movies.
Low fidelity graphics is kind of like reading a book; our imagination gets to hold onto what we're given and run away with it. High fidelity graphics leave very little for the imagination. Glad someone finally touched on this topic.
There's no reason a game can't have both and plenty of them do
I would love to see more games invest in better physics engines, finally we have power to have a hyper realistic simulations.
You are wrong sir. Physics are extremely CPU bound and that budget is most often spent somewhere else like on AI. I would love to see that too, but we are not there yet. Good cloth simulations, particle systems, fluid simulations (smokes) are also already here. Frostbite engine utilises pretty much all of those at once in BF.
You don't want hyper realistic simulations of physics, most of the time it's just not fun.
You just want more fun physics sandboxes, and that doesn't need realistic physics. Take gravity for example, if your character and objects had the real force of gravity applied everything would feel way to heavy and glued to the ground
If you stylise the graphics so your computer doesn't have to render polygons the size of atoms then put more budget and processing power into content and more reactive environments we would definitely be getting closer. Look at the Red Faction games from 20 years ago and imagine if lets say a shooter like Battlefield stylised its graphics and implemented destructible environments into it like those games, it would be far more impressive than just looking pretty and be more fun to play.
@@Gosu9765 GPU accelerated physics is a thing.
@@ThylineTheGay In fact, most of the hype over things like the new RTX 30 series and other high-end, newer cards, is that they're so loaded with processing power they can do all their graphic things AND have enough juice left over to handle all the physical simulations WELL. Some of these GPUs are so beefy that they're utilized instead of CPU cores for stuff like machine learning (Titans).
Mental bitrate is a great argument for FPS over resolution, you can get so much more from a smooth, consistent stream of video than you can from super high fidelity at a much slower pace.
so true that's why I always played CS:GO at some whacked resolution I can't even remember, because it made it easier for me to target headshots.
Great job man, love your style
He’s hilarious, and I also enjoy your content Dar Space!
Appreciate it!
Your channel is going to be huge. Incredible writing, editing and on screen personality. Looking forward to see where you’ll go!
Agree 100% would just like a bit less speaker breaking.
Yeah I was surprised to see his sub count so low. This guy is going to blow up this year.
yes
Just found His stuff don't understand how He has only Like 68 k
Exactly this. I Finished Re: Village a while ago and thought it was great. Later I wanted to play RE4 which I had never played before, and my god , no other RE game no matter how recent even comes close to how much enjoyment i got out of it. Older games focused so much more on content. Nowadays, graphics are such high priority that everything else is considered trivial.
What about RE4make?
In recent years, I've come to the belief that if everything looks amazing, nothing is amazing anymore. Maybe that's why I've grown to become less, and less impressed by graphics now. Of course I want my games to look good, but not at the expense of the game itself.
its actually crazy how much you improve with each video, it is just so refreshing to watch someone put an amazing amount of effort and passion into their videos instead of going for the easy money route. we genuinely appreciate every single second of your videos and you deserve all the viewers that are about to find your channel. I watched your dopamine detox video a few months ago and that video really started my journey of self improvement, ive made an insane amount of progress and for the first time in my life i feel genuine happiness every single day and it all started with one of your videos so just know that your content has the power to actually impact peoples lives for the better, thank you and have a blessed day :)
Seriously, man thank you so much. Comments like this honestly make me so thank full i get to be in a position to even pursue this.
I highly appreciate this video as someone who spends a lot of time making better graphics and levels for older games.
Simple and clean is often your best choice and the only things with high contrast should be the ones you really need.
In modern games you can’t even appreciate good graphics anymore because there is absolute inflation.
Some random ass chair in some random ass corner of a new cod game has more detail than the entirety of a mario bros and you haven’t even noticed it despite playing the map for 10+ hours.
Crazy times
Your editing is on another level btw
ppprrreeeaaaccch man. it's a bummer to see all those assets just not amount to a better experience.
And thank you (*.*)7
I always think about Ubisoft creating these absolutely massive worlds just to fill them with copy paste outposts and fetch quests with no interactive npcs.
I think what we miss the most right now is an actual good art direction. For some reason, the better graphics we get, the more "normal" everything starts looking. In all big AAA games we get the same big green grassy fields, same forests and of course, same grey city areas. Everything that you can actually see in real life at much greater fidelity. Which then begs the question on exactly what the point is of trying to bring in something we see every day into a media that is made to escape reality?
I am so glad that at least id software still knows about that. Doom Eternal has unquestionably the best graphics to this day (that is, if you unlock the console and push the LOD settings to the actual limit). But the maps themselves are batshit crazy, and that is exactly what makes them memorable and so fun to play on. I guarantee you, that when you play through the Doom Eternal campaign, you will remember every single map to the finest detail there.
You can shoot someone in a grey concrete house like you have done in the previous 6 games you have played. Or you can shoot someone in outer space, while jumping around on small asteroids above a half-destroyed planet.
I will let you decide which scenario will be more enjoyable to experience.
I agree. Even the duller levels have better visual style than a standard COD.
@@JanbluTheDerg A science fiction game vs a game that is meant to be a modern military style simulator. Horrible comparison, and I hate cod.
Reminds me of that one quote from a funny Doom Eternal review I saw:
"How can I appreciate the Mona Lisa when it looks like *VROOM*
@@DarrenRockwell Ah yes. Black Ops 3, my favorite modern military shooter.
2:00 had me in stitches, just made the entire video
So glad that joke hit I was laughing so hard editing it
Aside from a few things like more realistic hair and cloth, I think that we're getting to the point where there's not much improvement to be had graphically.
Like, having hair be one solid block instead of individual strands is weird, and having rigid cloth is jarring, but these days we're getting things like buildings, rocks, trees, all looking pretty realistic. If a company really wants to waste money trying to chase after small marginal gains, that's their own choice, but it's so not worth it at this point.
Honestly I’m one of the people that really dislike the “realistic” hair rendering. Not only does it constantly tank my performance, but also ends up looking even less realistic to me, especially when light passes through it. Seriously any time those hair renders meet light they glow like they’re the sun itself. They constantly face weird clipping issues, light not working so the hair has this static-like effect. Maybe I’ve only played games that handle the tech poorly, but it’s just what I experienced with it.
Finally someone puts into words the reason I've been starved of enjoyment from AAA games recently. Excellent video as always!
Glad you enjoyed!
I played inscryption quite recently. A game with an excellently horrifying artstyle that suits the narrative. I wish more triple A studios would dare to take these risks, instead of settling for realistic graphics because its the safer bet. I get it from a business perspective but I would love to see games with more creativity every now and then.
I can't WAIT to play that game it's one my to play list. practically at the top.
@@ManleyReviews Oh you are in for a treat. My favorite game of 2021.
May i introduce to you library of ruina then?
@@trashman8080 Alright. I put it on my wishlist, I will check it out!
Art-direction will always trump over graphic fidelity.
Love the editing style and jokes.
You've got this shit down to a t.
This is another instance of “the STEM student wanted to clone dinosaurs, while the arts student knows why it’s a bad idea”. I find computer graphics a technical curiosity worthy of pursuit, but today game studios invested too much into graphical quality.
yo thats a cool saying. Will definitley keep it deep within the inner machinations of my mind until a scenario comes when i can use it. >:)
In what universe do art students know shit?
@@huguesdepayens807 lol right, it should be the other way around
The arts student would actually say it's sexist and racist to not mass clone dinosaurs of color.
@@thecrazyracoon that doesn't make any sense either tbh, and artists contribute to your favorite games don't be obtuse.
Glad there is other people out there who feel the same way! The graphics might draw you in but without the gameplay and story to back it up, it’s not gonna be worth it in the long run and will be forgotten.
The bit about realism, that a game needs its own relative realism. Really good point.
Man I gotta say your content is absolutely higher quality than 99% of youtube. I will always support this kind of dedication!
Thank you.
It’s humor, wit, and intellect all in one place. Can’t wait to see what you have planned for 2022
Yea that scream you did at 2:10.. don't do that ever again
lol 😂
Hunt Showdown leads an excellent example for high fidelity games IMO. The world is so detailed and realistic, yet everything visually represented serves a purpose, with fantastic sound design to back it up. The fact that the painstakingly rendered visual detritus littering the environment is actually super relevent to gameplay, as any long grass or broken glass beneath your feet will make you heard by other players - just playing it I realised it really, really justifies its whole triple A graphics budget. And so of course when I play it on low for those sweet frames it kinda looks like ass yet it still doesn't remove me from its world in the slightest. Contrast to COD vanguard where, as shown, the vast majority of visual detail is completely and utterly meaningless. Love the video btw you got a new sub!
100% agree. I would take stylized graphics over realistic any day. Great video!
I just want to say I really like your video editing. You aren't afraid to show your face and you aren't afraid to be quirky at the same time. It's really really great.
Hey thank you!
Super impressed with your editing skills man, I'm sure you're gonna blow up very quickly as you gain some more subs, it'll be exponential.
Ay this was a nice surprise. Tbh my initial dive into less graphics-driven games was kinda circumstantial, over time me and friends just got less into multiplayer fps stuff on xbox together, and playing alone never felt the same. Then i saw a lot of cheaper indie stuff on pc I could just play off the bat without fancy gaming specs, i just went for it and like those style games now. There's just more fun packed per hour of playtime in games focused more on the "playing" part.
Enjoy the rest of the holiday dude
"Fun per hour", that's a great way to measure video games. Many of the AAA games I've played in the last 10 years would have a very low fun-per-hour ranking. Endless gameplay, and also, endlessly boring gameplay
The only good thing to come out of all this is that good graphics become more accessible to indie devs. They can make their games look good enough without sacrificing gameplay.
I've said this for a long time. I love older games, and I honestly do believe that "good graphics" don't make good games.
Banging video as always. The effort flows out of every visual edit and little thing. (I know it's a video about graphics) Seriously though, keep it up it really shows! :D
I would like to say, it feels nice to have this flowing world that really looks like you could step into it, but I've noticed that the only games that really hold my attention, or even keep me playing are either A, mentally and emotionally addictive, or B constructed in a way to engage with a purpose. Every little crack of these purposeful mechanics and stories are crafted to be used, not seen and looked at. "Wow I love the flowers 5k texture" hasn't really entered my vocabulary, but "I want to keep using the portal gun, it's so cool" kept me through the entire game of Portal and Portal 2 hooked on that one simple idea. I don't think AAA is the direction that games as a medium are built to sustain especially with the quality control that keeps going down. Just a little thought.
Another underrated creator, bursting with creativity, being washed away in a sea of obscurity. Lemme help ya fix that! Subscribed!
You have put so much of what have been telling people for years, into this video... I love it.
This is why I have switched over to indi games the last 5 year's.
They are better and cheaper.
straight facts. more soul, feeling, gameplay, and innovation. and they're only getting better in my opinion!
3:18 "Dear Mario"
That was great, haven't had a laugh like that in a while. Ty
The "graphics" problem is most noticeable in animated movies. Specifically the ones that market themselves as "the most pretty movie you'll ever watch." The problem is that to get the visuals that pretty, they need everything nailed down VERY early in development, without much wiggle room to change it if they run into a minor problem like the story making no sense. It's like finding out the 4th floor of your skyscraper needs to be completely rebuilt while you're working on the 20th floor.
Thank you sir! You've expressed what I've been telling my friends for years - less is more. I can remember a LOT from Morrowind, Oblivion and FO3/NV, but sometimes I can't remember stuff from Skyrim or FO4; I can remember 90% of Yoshi's Island and all of the pixel Pokemon games, I'm lucky I can remember the 3D Pokemon games and I forget how many "New" Super Bros games there were. Graphics should be stylized, not hyper-realistic.
I completely agree, the memorable experiences from games come from good moments and gameplay, and the rest is mostly filler. I respect artists for creating a game that has the visual aesthetic, but its up to the general programmers and music artists to give life to the game that makes memorable moments that will probably bring you back years later. HL2 puzzles and story are much more memorable to me than basically all new AAA games I have played.
0:30 Seeing you do that to a PS2 hurt me on a spiritual level.
Deadass
Dude your channel is a hidden gem. Keep up the good work man, much love ❤️
Glad you enjoy it!
You're absolutely right. I felt this way since ps3. "The graphics are better but the gameplay is meh. And I preferred when the games felt like a fantasy instead of trying to emulate real life anyways".
However this will probably get better as high graphics become easier to do with AI. They'll have more gameplay to focus on.
Video has too many memes for my taste, but at least please don't scream in our ears again v.v.
AI will solve many of the animation, character design and voice acting problems for less important NPCs. You used to be able to paint some sprites, write some text and do a few lines of code and that was enough to put a little side character or easter egg into the game. Today its a dozen people spending hundreds of hours, low poly modeller, high poly modeller, animator, texture artist, purple haired SJW to tell you if the joke is offensive or not, motion capture team and actor, voice actors in 5 different languages.
You cannot possibly crank out a thousand mundane NPCs to populate the world like Daggerfall did at the level of polish and unique bespoke art required by AAA games without training a neural network to do 99.9% of the work.
@@soylentgreenb It's funny you specify sjws censoring media after so many decades of conservative christians making sure satanic things like pokemon and rainbow flags are kept off TV.
Like I get it, but you should reconsider your anti sjw rhetoric and see if it actually holds water or not.
@@soylentgreenb You have completely misrepresented an entire group of people.
Their hair is blue, not purple.
@@blaireofhylia1572 You've pointed out the similarity between the old moral watchdogs and the new. Most anti-sjw people have already observed and talked about this hilarious irony, it doesn't sink our position. It *should* be an "are we the baddies" moment for *you*, though.
also, "like I get it," is backhanded, insincere empathy. It's exactly as deceptively condescending as saying "y'all"
@@DoctorPhileasFragg You're wrong, I said I get it because I used to be an anti sjw. And I did have an "am I the baddie?" Moment. That's why I stopped 😎
Remember when photorealistic paintings are high priority until photography was invented & all the sudden most people don't give a shit on photorealistic paintings anymore because pictures are accessible, that's where game graphics are heading in the future.
Dude your editing is funny as hell. Love the visual jokes everywhere
I feel like detail and intense graphics are more about visual stimulation and emersion over anything else. Its something that I feel is necessary for my experience with games, as I've become more picky with the media I consume over the years. But satisfying that urge for visual stimulation doesn't need to come from how real it looks or even how detailed it is, rather its more important to have a feeling of visual consistency.
Holy shit, this channel is what the bell icon exists for. The attention to details is mind-blowing
Man, this is exactly how I feel about the industry nowadays, even more because my computer is bad, and I live in Brazil, the indie games are a refuge for me, take a look at underrail, this game is amazing.
This is brilliant editing, hilarious, and rich in information, and I'm happy for you that it's hitting the algo.
dawg my brother walking in on that zootopia bunny part 💀"im fucked"
90s-00s gaming had such a vast range of creativity. I love the amount of risk they took on odd concepts in The Y2K era- the Dreamcast/PS2/360. All this should show us that GRAPHICS are not the Most important thing.. If you can create satisfying movement, gameplay mechanics, physics effects, responsive parts of a environment, a environment that makes you want to explore it, engage it, etc. That stuff is so much more important. Not just "who can make the largest game world, or a game with the best Graphics." I think Art style, design, vibe, aesthetic is much more important. You don't need top notch graphics to greatly appreciate and enjoy playing that game. That's why we are seeing such a resurgence of players who have gone back to playing older games because they realize the aspects of gaming that they care about and are unhappy with in most modern games. So hopefully gaming will enter a new era. That mixes in aspects of the older era's. With our modern capabilities that will hopefully help make it easier to create a satisfying game. As well as a vast range of game's Instead of everything trying to be Triple AAA or free to play online battle Royale games.. a lot of us miss the options for local multiplayer, split screen, lan parties, or offline modes against bots or other diverse offline CPU game modes.
You know what, this makes me appreciate the open source game with lots of mods more. I'm into mimecraft shaders, and I think it really only helps the game. The devs put all time and effort into the core content and potential experiences, and then you have mods and modders add an additional experience potential on there. It works... if you have the pc to run it lol
He changed the title from good graphics are running your favorite games. To the dangerous of good graphics
6:25 As a California, I can confirm that's true.
I disagree that good graphics are ruining my favorite games. I can agree that some developers prioritize graphics over gameplay and I tend to steer clear of them , but there are memorable events , levels, stories in modern games that benefit greatly from high quality graphics as long as they hold solid framerates for the game genre.
Good take, Alan Stefan.
Metro Exodus is up there for me.
wow dude you really put a lot into your nice videos :D
Thanks, I try to make each and every one special!
i'm learning game design with unity and i am so frustrated of not being able to make a game that doesn't have the visual details that today's gamers are attracted to. and with this fucking super amazing video i'm gonna say fuck graphic details (to an extent) and i'm gonna make best gameplays for my games.
that would be way quicker too.
also your videos are not long which is awesome, it's so shifty (i don't know how to say it, i mean not boring), super funny and no fucking extra horse poop in it. i wish your days were 48h so that we could watch your videos sooner.
haha guess what? I just made YT my main occupation so you can expect wayyyy more content much faster!
This is the best way to go learning about game development, imo. It's just that I can't help but make kinda realistic graphics when I've forgotten nearly all code.
Sounds like you busted your ass to get this out, really freaking good editing!
We got beans, we got controller that does not match, and Judy Hopps, I am very happy.
That was a damn good scream.
We need a gameplay renaissance for certain, bring back the joy and love to development.
Bunny Butt.
I rarely play any games these days, it just doesn't feel the same.
Need to find the diamond in the....rough.
Dogshit cake, the voice actor for Peach nailed it.
Drummy Man Mc'manly Reviews.
It is strange that they're competing with themselves instead of just putting love into it. I'm sure that there are people who love their jobs working on games but the corporations (EA, and all those other folk) just squeezing the endless lemon, and people just keep on drinking the High Definition Piss. Soulless Ragdoll NPCs need to go away or be used more sparingly.
Stylized graphics for the win.
Looking forward to the patch video.
Thank you for your time Sir.
This is why Destiny 1, Bungie's Halo games and the golden era of COD (2007-2013) are my favorite AAA games. Still very technically and visually impressive for their time, but also with beautiful artstyles and engaging gameplay, which is why they hold up so well today. I just wish indie devs had the willpower and energy to make such adrenaline-filled FPSs, albeit with more stylized artstyles and less polygons, instead of walking simulators about depression. Now that technology has come so far, imagine the bombastic battles that could be made by just implementing simpler graphics. More enemies on screen and more explosions, just presented in a more simplified and stylized manner that immerses the player with presentation and mechanics rather than just sheer emphasis on realism.
1:06 +1000000 social credits
Complains about how graphics take away resources from unique gameplay ideas, complains that indie studios aren't making "full" games that are 40 hours long 🤔
This is the reason i went indie. besides a few exeptions, almost all triple a games have become less enjoyable or even boring to play.
Strongly agree. I'd put it this way though - it's the illusion of reality that matters, not the simulation of it. This is why a good skybox backdrop is vastly superior at establishing tone, atmosphere, and the feel of reality, compared to a fully-rendered but low detail traversable landscape. And this is why paintings and hand illustrations are often better at capturing the feel of a moment or a place, than an actual photograph.
Anyway, would also highly recommend anyone watching this go and watch the following GDC talk about negative space:
ua-cam.com/video/GZ99gAb4T0o/v-deo.html
In which a level designer discusses the original CTF-Face from the original Unreal Tournament, and why later remakes that featured "better" graphics had inferior gameplay, and why "better graphics" don't just limit a game through production costs... but actually change the nature of the gameplay, due to the way in which we perceive a game's visuals.
The search for photorealism replaced the need for a solid game. I still remember binging on 2d pixel pokemon, now pokemon is 3d and colorful but somehow its not the same adventure!! I owned a 3ds and it was not as addictive as the game boy games like ie Zelda Link's awakening and metroid.
So the remakes to you aren't as good as the originals despite being *nearly* the same exact games in 3d with more pokemon, updated mechanics and convenience features?
@@dandre3K you clearly havent played the 3ds pokemon, they are NOT the exact same game and mechanics. Thats just the point
@@jomesias Not exactly the same otherwise they wouldn't be remakes. They're only 95% the same.
@@dandre3K the problem with newer 3d pokemon games is that they have a lot of trouble recreating the feel and appeal that the older 2d games have, because in 3d pokemon games the animations are pretty jarring to look at and dont make much sense for some moves that a pokemon would use
Your humor is on point, that tank man gag was hilarious.
Love your videos dude. Hard hitting content no one else is talking about. I don't care how often you upload: quality over quantity. Keep it up!
And guess what!! I just made YT my full time job because AHHHHHHHH but that means more content smontent for yalls.
@@ManleyReviews that’s Dope!!
Your editing and script writing is fucking amazing! Can't wait to see this channel doing numbers
The fact that Forza was rated for "best visual style" in the Steam Awards is absolutely appalling when the very definition of that section includes a reference to how realism doesn't automatically make a good artstyle... when Psychonauts and Subnautica were both options.
Shame on the nominators, and shame on us for voting for that lazy excuse for a game.
Is psychonauts on steam?
I don't like how companies trying to make every game "photorealistic" but I like when they make the games graphics unique and beautiful.
For the first time in like 4 years I finally found a funny and creative youtuber. enjoy the 1+ sub
Legend
So, Artstyle > Graphic
Totally agree. It's been hard to find a genuinely "fun" game recently. We're way over focused on graphics and "immersion" instead of what the game is. That said, ratchet and clank looked and played great, so it is possible.
Yes, and besides that most games are made with love.
Cyberpunk, GTA definitive edition all just feel sad cobbled together pieces of broken scrap with a new piece of paint.
Just look at MGS1, people still discover new stuff and details. It doesn't even need to be in the first place, but damn it, because it's fun.
I think the main reason why "graphic aesthetic" is way better than just realistic graphics is personality. We can use non-realistic aesthetic to work with more abstract concepts in the design's. And very realistic graphics just look like what we already know, physical reality. And i firmly believe that people who think realistic graphics is the most important feature of a game, is people who have no imagination and need things to look like physical reality as much as possible to feel real to them.
Great video man! Personally I've never cared much for graphics as long as I get an awesome game. I tend to play older games for the most part because of that. (Also because I'm 31 I guess) Like every gamer, I love looking at epic graphics and all that shit. But graphics are meaningless if I don't enjoy the actual game. I'd rather play CoD 2 for the 100th playthrough before buying Vanguard for example. Fuck that game, as good looking as it is.