Everything now is designed to look good by some
kind of scientific measure. This is what makes it soulless.
It's not just nostalgia. There was objectively an ethereal quality to games before 2005 that made them feel special...
the stages were cool but way too much janky shit going on for competitive play. it would be neat if they included some weird stages in a separate playlist though
That and the obsession with realism. Why the fuck does everything need to look HD and shit? Why can't games just look like they used to? It fucking worked.
Tekken 4 was godlike, If it was more balanced and the stages weren't so janky it would be the best one by far
man when I booted up tekken 4 my mind was blown, I could not believe at how realistic the graphics looked, now even tekken 7 looks like plastic to to me
One of the biggest issues nowadays is sound fidelity. Everything is too crisp or clean, and stock sound effects are even used in high budget games. I can hear the pictures you posted, innately, especially the older ones. As well. It's not just the fact that I've replayed them throughout my life either; I've replayed tons of more recent games just as many times, but the standout artistry goes to the older gens when things couldn't be perfect so they made stretches to make it as close as they could.
bump
> VC
> beautiful design
it was literally a rushed expansion for III that they released as a standalone game to get more shekels, boomers are absolutely delusional
RockStar isn't Israeli.
Tekken 4 embraced realism in an interesting and amazing fashion. Almost all the stages were areas you can imagine a fight taking place in.
>the beach
>parking lot
>airport
>the streets
>a mall/hotel
>the top of a skyscraper
And those fucking blue hues man. The ost that goes along with it too. It all adds up to this "cool breeze" feel I get from some games. As in Tekken 4 makes me feel the cool breeze I would feel if I were actually at where the games stages were. An essence that makes you feel like you are really there.
A small detail I liked a lot in 4 is how the attack sfx would straight up make an echo. Made each hit feel so powerful.
Blame raytracing, it's a crutch technique that's used all the time now. Particle effects too.