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Post by Deleted on Jul 4, 2018 18:13:40 GMT -6
@ghost I do think that the design choice of more obvious platforms was certainly intentional. A lot of feedback from before and as was seen from live gameplay was players completely missing where they could jump on a platform. I've mentioned it before, but having too much going on in the background, high saturation/detail in a 2.5 level can confuse the player's eyes and perception of what they're looking at/need to do. It's certainly a balance. edit: Note on that, I myself had no trouble seeing platforms in the 2016 demo but the playthroughs of others' I remember missing them completely (that being mostly the galleon platforms right before where the crate is now). If that is so, then I think that it has gone much too far in that direction. To make the entire background a light gray in order to overemphasize the platforms is not a good idea. There is no need to sacrifice appearance for easier gameplay. Balance, yes; but not sacrifice. With crowdfunded projects, there is a risk in receiving too much feedback and responding too strongly to some of it. Of course, we all have our perspectives; I understand that. I do not recall missing platforms in the original demo, so there would be no reason to change the backgrounds for someone like me. But if many people do miss them, and then many more people say that graphics are a low priority to them, we see an aesthetically interesting room become a bright gray wall with bright gold platforms. As an aside: my "low priority" graphics comment is not a shot at anyone in this thread. It is simply a common point of view that the developers probably hear often.
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Post by XombieMike on Jul 4, 2018 18:18:29 GMT -6
IGA has stated in many interviews that although they listen to feedback, it's only those things IGA truly agrees with that gets changed. There is no statement that the graphics in question were changed to make the platforms stand out. The only statements pertaining to that was changing the nets in the Galleon Minerva, but that's changing the platforms not the backgrounds. I also second your opinion on that graphics are a lower priority than the overall fun and feel of a game.
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Post by Enkeria on Jul 5, 2018 6:27:33 GMT -6
purifyweirdshard Yeah that room looked better in 2016 demo. We had more details. Buuuut, then again. We came to learn the demo is in a very light version, both in tone and and in details. I think it just need some darker filters. Nice to see you stream this. I haven't gotten around for it. I figured you guys would cover it.
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Post by purifyweirdshard on Jul 5, 2018 7:49:05 GMT -6
I didn't stream it actually, just recorded my first run for youtube. I don't play anything often enough to run a stream really. Anyways dareka and others, I was talking with fatihG last night (guy who has done a lot of modding/digging for the game) about the Miriam resolution thing, and he's informed me it's probably a feature called mipmapping being used. The character model is always the same, but the engine recalculates the amount of texels (texture pixels) rendered on screen pixels depending on how far away the character is - meaning the farther Miriam is away, the more aggressive the effect is. We/I believe that if they only adjust the bias of the effect a bit, she would look "high res" in the dialogue screens like she does in scenes, and same for the other characters afaik. Fatihg thought that it wouldn't be a huge tax on performance in doing that and I hope he's right. I imagine this will be part of what Angel-Corlux comes back to tell us. So I think that's good news, too. We're essentially seeing the effects of an engine setting.
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Post by dareka on Jul 5, 2018 9:55:58 GMT -6
I didn't stream it actually, just recorded my first run for youtube. I don't play anything often enough to run a stream really. Anyways dareka and others, I was talking with fatihG last night (guy who has done a lot of modding/digging for the game) about the Miriam resolution thing, and he's informed me it's probably a feature called mipmapping being used. The character model is always the same, but the engine recalculates the amount of texels (texture pixels) rendered on screen pixels depending on how far away the character is - meaning the farther Miriam is away, the more aggressive the effect is. We/I believe that if they only adjust the bias of the effect a bit, she would look "high res" in the dialogue screens like she does in scenes, and same for the other characters afaik. Fatihg thought that it wouldn't be a huge tax on performance in doing that and I hope he's right. I imagine this will be part of what Angel-Corlux comes back to tell us. So I think that's good news, too. We're essentially seeing the effects of an engine setting. It seems to me odd that it would be because of a lack mip-mapping, but if he's done digging, then maybe he's found just one model and texture... in which case texture filtering (such as improving the mip-mapping), would definitely help, but as you say, it is not very taxing on performance (not nowadays, anyway) - so it's odd that they wouldn't have made it better to begin with, but maybe they're leaving it for the very end. All you have to do is tell the API to increase the number of mip-map levels, like changing a 2 to a 4... so it seems odd, but who knows... EDIT: I'd like to note that increasing the mip-map levels is, essentially, adding additional, higher resolution textures. What mip-mapping does is basically create a really small texture from the original, and then lots lots of little textures of varying resolutions in between, which is know as a mip-map. So when deciding what a texel looks like, depending on how close the character is to the camera, you average the value of the closest textures in your mip-map. All game systems since the Nintendo 64 have made use of it, so much so that it's practically a given for all 3D games. Normally you don't notice it's artifacts, but in this case, the levels may be way too low.
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Post by deitylink1 on Jul 5, 2018 12:05:07 GMT -6
Just thought I would chime in here for some perspective.
I backed this game the second I heard about it, for a decent amount. However, from game development experience I had a rough idea how long this game would take to make, so I've been very casual with keeping up to date on how it's been going in development. I didn't want to deal with years of waiting, so I tried to not pay attention. I'd read a backer e-mail every now and then, and only really started paying attention... sometime around December I think?
My point is, I went into this demo pretty fresh. My last REAL in depth look at the game was the first demo where the sea monster (Vepar) was crazy colored.
I have to say, I loved the look of the game from the 2 hours I played of the new demo. There were a few visual things I noticed and took issue with (a couple platforms looked really flat compared to the shading around them, and the bad mouth movements (for the english dub at least)), but honestly I was pretty psyched about the way the game looked and played.
Now, after reviewing 12 pages of comments here, it definitely seems like the newest demo has some "downgrades" to shots previously seen - so to those of you who've been keeping a close eye for years great job. However, even if the game released with graphics "as is" for the whole game, I think there is a little bit of over exaggeration about how "bad" it looks.
Don't get me wrong - it is always good to get the game looking as GOOD as possible. That is always preferable. But honestly after playing the feeling I had running through me was "That was fun, I'm so glad I backed this game. Looks like when the game finally gets released it will be a good game".
One last note - even after reading the 12 pages of posts, and agreeing the older screenshots had a better look to them, my biggest concern is still the often cringey mouth movements for the voice acted lines. If only one thing was going to be "fixed" - getting us back to some of the older looks vs getting good mouth movements for the voice acting - I would choose the latter.
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Post by fatihG on Jul 5, 2018 12:23:36 GMT -6
Just to add to PurifyWS' post.
You can force a lower or higher mipmap in UE4 pretty easily by changing the mipmap bias in the texture assets setting.
Chaning it to -1 instead of zero will mean that the texture will skip 1 mipmap switch. Again you literally change a 0 to a -1. It wont affect performance much afaik. What you should be wary of nowadays more than anything when it comes to graphics performance is shader and overdraw(transparancy). Modern graphics card have no issue with pushing millions of polygons. Textures mostly affect RAM. And how those textures are used in the shaders/the shaders themselves are the most expensive.
Apart from that I talked about the screenshot comparisons as well.
In UE4 you can take 'highresshots'. When doing that you can take screenshots at higher resolutions. At higher resolutions the mipmapping is also lower. So the textures appear sharper.
Couple that with oversampling, rendering at higher resoluyions and downscaling. Which will make everything look sharper as well. Kinda like the 'screenpercentage 200' trick.
Now keep in mind while some things take 5 seconds to 'fix', its usually takes allot longer if it gets fixed at all.
Something like this would probably get logged as super low priority. As it works as intended. its not a glitch or a bug. Its just polish at this point.
But what with the community feedback, its priority will probably rise a bit and since weve already described a solution it could be theyd only need to review it and decide wether its worth it to just flip the switch.
All in all my personal opinion on the texture quality of the characters is that it is not a big deal.
When it comes to environments though...
Yeah not a big fan. They seem to be using allot of overlay textures and a colour overlay through shaders to colour stuff and add detail. For example i didnt find any 'albedo'/diffuse (colour) textures for the environments. They were all normal maps(bump) and roughness/gloss maps.
That contributes to the 'genericness' of the environments. And obviously the big thing is the lighting. Its so different from what it used to be. Everything looks flat, again a lack of contrast.
ps typing on mobile1. excuse typos
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Post by estebant on Jul 5, 2018 13:21:08 GMT -6
purifyweirdshard We came to learn the demo is in a very light version, both in tone and and in details. We've all made that assumption. It hasn't been confirmed as far as I know. This might just be what the game will look like.
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Post by fatihG on Jul 5, 2018 14:26:02 GMT -6
Oh also, When it comes to the character shaders,they have made some changes as well, I had probably mentioned this somewhere on discord a few days ago. Basically it looks like they have removed some subtle colour overlays. The 2016 version for example had a slight pink tone. Most notable on the ruffles. The 2018 version just looks grey and muddy. The 'fresnel' effect, the glow near the edges of the model. Use to have a teal colour. Now its just white. There could be a simple reason for this though. When you enter the ''Red moon room'' Miriam gets a red effect applied to her as well. The Fresnel becomes red and her overall model becomes darker and has a red tone to it as well. So it looks like they have made the overlay colour and the fresnel effect more dynamic. Making it so that Miriam can blend in with the overall atmosphere of the environment. When it comes to the lip syching. It looks pretty bad, especially on Miriam, bcause they only hav 5 poses for the lip synch. Basically only the vowels. A E I O U have poses. You can imagine an ''ah..'' sound and a scream ''Aaaaah!'' would use the same pose. This is ''bad'' for multiple reasons. 1 if they went with the most ''neutral'' A sound. The lip synch for ''ah..'' would be too strong and for a scream ''Aaaaah!'' to subtle. 2 if they went with the most extreme the ''ah..'' would be way too strong, and it would only be correct for the scream. 3 if they went with the most subtle variant, th ''ah...'' would look correct but the scream this time would make no sense. Basically what I am trying to say is that they have waaaaay too little amount of visimes. Heres one of the first hits from a google search, www.annosoft.com/docs/Visemes17.htmlThey seem to be using some kind of bulk importer for the facial animations. I am not exactly sure how they set up their facial animatins though. So apart from the limited visimes i cant comment about that.
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Post by Imp King on Jul 6, 2018 16:19:23 GMT -6
Maybe it's just me, but wouldn't having only the vowel sounds be indicative of basing the lip-synching on the Japanese audio considering how the Japanese language is structured? Pretty much all of the Japanese kana besides ん end with vowel sounds. I saw a playthrough on youtube where there was Japanese audio and the mouth movements didn't seem out of place compared to the English audio.
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Post by fatihG on Jul 6, 2018 17:13:56 GMT -6
its still simplified for Japanese as well. It might not be super appearant.
For example Konichiwa. It would get simplified to O I I A.
A Ni sound versus a Chi sound has different visimes.
Just try saying O I I A versus Ko Ni Chi Wa.
I mean if it works for Japanese, thats great. But looking at their survey numbers and sales of CotM, most of their audience is in the West/US.
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Post by Enkeria on Jul 6, 2018 17:25:46 GMT -6
Maybe it's just me, but wouldn't having only the vowel sounds be indicative of basing the lip-synching on the Japanese audio considering how the Japanese language is structured? Pretty much all of the Japanese kana besides ん end with vowel sounds. I saw a playthrough on youtube where there was Japanese audio and the mouth movements didn't seem out of place compared to the English audio. Been saying this since day 1 of the beta. Its a demo also. Things need work. They know this.
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Post by fatihG on Jul 6, 2018 17:45:17 GMT -6
I know everyone is keeping their hope up high and say ''its just a beta/demo'', but a Beta generally means its near final and only tweaks/bug fixing and polish is left.
So personally I am a bit worried. However I also think most of this stuff isn't super important. As it's ''just polish'', so it would be nice to have, if not its not gonna break the experience.
This is a bit weird coming from me... as I am a graphics guy... but really it doesn't really matter regardless. If you consider older CV games just had a static portrait during dialogue, this is a huge step up.
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Post by Nezuto on Jul 6, 2018 18:02:20 GMT -6
Tbh, the more I play....the gameplay draws me far more than the graphics. Sure, work needs doing, plenty of it. Also, why details have been seemingly removed, but that's not my point. The gameplay is what drew many of us to those god awful graphics (judging from CotM sales, still does), but it was still beautiful when you mastered something like Ghost's N' Goblins.... and may be why we have this nostalgia fit. Pretty sure a lot of this is just sudden, after the stressful Inti Creates blunder, everyone remember MN9 a bit more than they should and of course, we have money invested in this project. Sorry if it's a bit gibberish, tired from work while typing this out. What I'm trying to get at, is yes, a game in this style has a lot riding on graphical prowess. Especially since they went with Unreal 4 for the engine....but graphics have NEVER made the game. It's always been gameplay and story as two major factors, that's why they keep trying to bring back retro on Nintendo or upgrading classics like Crash and Spyro. Hell, still want me a NES Classic mini console, as a side note.
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Post by bloodful on Jul 6, 2018 19:55:35 GMT -6
I agree with ya Nezuto. As much as I would like the graphics to be polished in this game, particularly the character models, I'd have to say that's probably the lowest priority for me. I grew up with the first Nintendo as I'm sure many of you did too and in those days the graphics were quite frankly - shit. As much as I appreciate amazing graphics these days, I also lament at how shallow many modern games (especially AAA) have become, because they devote so much of their resources on creating a flashy cinematic-experience but skimp on depth and quality of gameplay. Back then, when we didn't have amazing visuals to depict a place or voices to give to characters, we used music to create atmosphere and emotion. And at the end of the day it was how the game played that's what made a game; the depth, the challenge, the duration and all the little discoveries we had to make by playing again and again when the interwebz wasn't around. Other than perhaps a really cool box cover art, few games relied on graphics to succeed and sell. I'm absolutely certain that someone is going to shoot me for saying this but when I first picked up SotN I actually thought it looked really bad (of course I look back at it now and realize how timeless and beautiful the graphics are now). And look at what a gem that turned out to be. Back on topic; I hope RoTN will be more like the games of old - not soley relying upon graphics, but remembered for using everything else to make it a rich and memorable experience. I think if this comes to pass many will be less concerned with the visuals as they stand today.
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Post by dareka on Jul 6, 2018 21:05:33 GMT -6
I know everyone is keeping their hope up high and say ''its just a beta/demo'', but a Beta generally means its near final and only tweaks/bug fixing and polish is left. The thing is, I'm pretty sure this is no beta... it's what they're calling it, but it might be closer to an alpha build. Regardless, it makes very little sense that they would do so much to get their procedurally generated assets (allegedly the reason for the switch in developer) and then just drop them. The versions they've been showing up to the start of the year looked better, and by March IGA said the assets were almost complete. So... it's indeed odd that the game's in this state, but I'd still wager they yanked them to get the demo out in time... didn't have time to optimize them... but, regardless, we must wait for a reply. That it's not here yet suggests that ... nah, whatever. Let's just wait for Angel-Corlux 's reply
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Post by Ciel on Jul 6, 2018 22:35:02 GMT -6
I agree with ya Nezuto. As much as I would like the graphics to be polished in this game, particularly the character models, I'd have to say that's probably the lowest priority for me. The thing about graphics is while indeed they should have lower priority, the game still has to look pleasant to the eyes. Accomplishing this doesn't require the latest graphical technology and techniques, just good art direction. I, just as you, grew up playing what we call now "old games", though in my case it was Super Nintendo, not the 8bit console. And I can say with confidence that if I boot up Castlevania Dracula X (yes, the bad Rondo of Blood port) or Super Mario World right now, the first thought that will cross my mind when the game starts will be "Well, for a 5th generation game, this doesn't look bad at all, in fact it's good!" and why's that? Because those games have good art direction, something that unfortunately the demo lacks heavily. The problem with 3D graphics is that when it is badly done, it can look extremely generic and unpleasant to look at. Changing that involves clever usage of lightning, textures, colors and materials. Lightning, for example, is something the backers have been pointing out since early 2017, when the development updates with areas made by the new team were being rolled out. Lack of environment detail, bad usage of colors (or the lack of), all of them are things that we all have been complaining since the very early stages of development, yet we got a demo that looks worse despite our feedback. That's why we are worried. Yes I agree that gameplay is top priority, there is no good game out there that has bad gameplay and good graphics, the opposite being true however. But even still, when we already know that gameplay-wise and music-wise Bloodstained is in good hands, the next thing we should focus our attention is the art direction, because right now the game looks generic with extreme lack of polishment, save for the character models.
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Post by freddythemonkey on Jul 7, 2018 5:41:02 GMT -6
ciel said it all. The first Castlevania doesn't have "terrible graphics", if contextualized to the period it is pretty good and with a lot of inspiration in the art direction. We don't have to fall into the trap of "Yeah but AAA games have great graphics and horrible gameplay". For starters, it's a generalization that's not always valid (the new God of War has rock solid gameplay and so does Horizon for example. Both also have amazing graphics), and secondly that doesn't mean that it's wrong not to push the game towards looking as good as possible. As stated, 3D is a delicate matter. It's very easy to go wrong with it and make the game look cheap or ugly. With 2D it's a bit harder to do so,especially with the budget Bloodstained has. At the end of the day, Curse of Darkness is one of my favorite games and it looks pretty bad. However Bloodstained has pretty ambitious premises so it should strive for greatness in every department. Plus, the gameplay in CoD is TOP NOTCH. Bloodstained's formula is solid and fun but it still needs work, as far as I am concerned. It still doesn't feel on par with IGA's previous titles IMO. So, it's pretty fair to strive for good graphics and this is NOT superficial because that doesn't mean one only cares about graphics. Second, it's not like the game doesn't also need refinements in the gameplay area.
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Post by Nezuto on Jul 7, 2018 6:41:25 GMT -6
When I spoke on the graphics part, was mainly generalizing the 'god awful graphics' part, seeing as to how these days, people are more apt over how pretty that mountain is, how real the grass looks and how bouncy those boobs are. We all know the majority of games/devs tend to rely on flashy sights more than anything else and it creates a meh experience. That's not saying there are no games that can't have both and pull it all off (Witcher 3 comes to mind). I was pretty tired when I typed all that on top of it and was a longer way of saying, let's not focus on just graphics, when there are other important aspects as well. Again, I agree that the graphics need some more tweaking, so does the gameplay and so on, but for everyone being a bit too worked up (myself included) over some 'pretty pictures' freddythemonkey pretty much hit the nail on the head with what I was trying to say, as well as Ciel
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Post by dareka on Jul 7, 2018 12:51:39 GMT -6
Well, as for me, I'm gonna enjoy it with or without improved graphics. Obviously, the prettier the better, especially since IGAvanias rely a lot on atmosphere and mood; but it's not a deal breaker for me.
That said... the two things that bother me about the demo's current state are:
1. They have consistently shown far superior graphics in their updates. And they said nothing and then gave us a downgraded version. That's... yeah, it might be an honest mistake, but ... it's still something of a violation of backer trust.
2. While many backers might not care about the graphics, many other potential buyers do. This is especially true if they've never played an IGAvania before: people are first drawn in by appearances and then fall in love with the gameplay. This is especially true as there are many other metroidvania indy-games out there nowadays. New players will want a reason to try out the game. The graphics could potentially be one of those reasons.
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