• thingsiplay@kbin.social
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      1 year ago

      @onichama Good game artists of that time period knew the limitation of their current technology and created the graphics with it in mind. In some games more apparent than on others. The linked image (often cited) is a good example of a game artist being aware.

    • Sundray@lemmy.sdf.org
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      1 year ago

      It really is a stunning comparison. Designing art for CRTs was like painting with light.

      “It was not by MY hand I was once again given pixels!”

    • TwilightVulpine@kbin.social
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      1 year ago

      Symphony of the Night is one of the games that took the most advantage from CRTs. In them it creates an illusion of additional details. Without them it looks grainy and the gradients don’t come together right.

      • wavebeam@lemmy.world
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        1 year ago

        The one on the left is an emulated version, and the one on the right is a photo of a CRT with a composite signal (the yellow cable that was pair with white and red audio) most common back in the 90’s. The image illustrates how the graphic designers for this game knew they were going to be displayed on a CRT that would fuzz the image and so they deliberately made Dracula’s eyes that color of red with that placement because they knew it’d get mixed to give it a more ethereal effect to look like he’s got glowing red eyes. The ruffles in his shirt are also a great example of how the CRT enhanced the look.