Slick
Right next to whether a game “sucks” or not, graphics is probably one of the most contentious topics in gaming and a typical source of pot shots aimed at the Wii. I recently wrote about my own feelings concerning the importance of graphics where visual quality is concerned, ultimately concluding that “it's the art, stupid!”. I might be biased.
Today I figured I'd explore the topic a little further in regards to my favorite current generation system, the Wii. Yes, yes, we know the Wii lacks the raw graphic power of those other systems, let's move on shall we?
I blame the current infatuation with photorealism for the Wii's graphic woes. Well, that's not entirely fair but it does feed into my point. When working with an artistic medium, and for now let's consider a game console a sort of medium, you play towards the medium's strengths. Oil paints are not superior or inferior to water colors. They're simply different. However, I would not choose water color if my goal was to paint a photorealistic portrait.
What is true in traditional media is true in digital form. Photorealism is easily the most technically difficult and graphically intensive art style. Read my Uncanny Valley series to see why. In order to come close to capturing reality in a game, a lot of the console's resources must be used. Everything from the interplay of light and shadow, to texture and mesh effects need to meet specific true to life qualities. This can be done on the Wii if the developer keeps tight reign over managing resources, such as in games that move on rails or exist in small arenas. These techniques function to keep the player's view within a limited area, and so the visuals in those areas can be at maximum detail without bogging the game engine down. Regardless, producing photorealistic graphics is not a strong suit of the Wii's more limited hardware. Yet, many developers seem intent on playing to the system's weaknesses when making a game not explicitly meant for general or younger audiences.
Assuming anyone listens to me, here's a little advice: pick an art style you can make look really good instead of one you can only half-ass.
There is more than one path to capturing a feel of gritty reality than copying Hollywood's take. The comic book industry has been doing “more real than real” visuals to tell adult stories for decades. The clean cartoon (yes, I said cartoon) visuals of classic anime like Akira certainly do nothing to diminish an intense, mature story. These are the resources best delved into when working in a medium not friendly to photorealism. Plus there's an added bonus. Nobody will ever confuse the likes of MadWorld or No More Heroes for the bazillion reality clones out there. Even the most random screen shot will stand out.
Related Links:
No More Heroes’ Suda 51 Writes About Action Figures. I Can't Stop Reading.
Abominations of Technology: Pre-Rendered Graphics
Two Years In: The Wii's Feats of Strength and Its Disappointments