| ▲ | dleslie 3 hours ago | |||||||
There's a bunch on Youtube. The art has the typical issues of modern 16-bit and 8-bit games where the designers and artists are not targeting the full hardware stack of the era. Rather, they're targeting simulated machines (emulators) and sometimes also flash carts on original hardware but rendered on modern display hardware. What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise. | ||||||||
| ▲ | erik an hour ago | parent | next [-] | |||||||
It doesn't seem that bad to me? Most of the problems that I see in that video look like recording issues where the camera isn't handling max brightness well. Recording CRTs is notoriously difficult! Generally pixel art created for LCDs also looks good on CRTs, with tiny text being an obvious exception. | ||||||||
| ▲ | mrandish 2 hours ago | parent | prev [-] | |||||||
It bothers me when a new creative work tries to adopt a distinct historical style without understanding its form, structure, context, constraints and motivation. Without that understanding it's just derivative imitation which might evoke echoes of the original but can never match, add to it or take it new directions. While it may sound odd to want new pixel art to be "authentic" in the same way as new music should respect the structure and form of styles like ragtime, blues or jazz, I think it applies equally. The skilled artists who hand-crafted pixels to look their best on CRTs did specific things to leverage CRT bloom and blending, scanlines, composite color artifacting and interlace dithering. | ||||||||
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