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Not to mention the assets are not as high quality as it might seem (just look at the screenshots and how low-res the textures are) and are probably made with pixelization in mind. Removing it would completely alter the intended look that's based on simulating technical limitations. They might add a way to tweak it but you have to realize that the entire aesthetic relies on pixelization and jerky animations.
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That's actually the first thing that caught my attention when I first saw it. Check out the effects on those crushers.Īll I can say is that I personally like this graphical direction. And hopefully we'll see other environments as well but this is the first look at the game so we'll just have to wait and see.Īlso for those interested, here are some extra gameplay gifs from their site. The HUD in particular is way too big and there's no real point in simulating the helmet because it just obstructs the vision. With that said I hope they add some options to fine-tune all of those things.
Prodeus voxel 1080p#
People complain about the resolution but one has to wonder if making it a proper 1080p would render this sprite-like movement obsolete because it'd look weird with 3D models that actually look like 3D models. My favourite thing is how they're using actual 3D models but limiting the frame-per-second rate of their animations which in combination with the low resolution creates this interesting jerky movement without being limited to the 8 sides of the sprite because, well, those are not sprites to begin with.
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I'm not really opposed to the pixelization effect considering this is how I play Dusk: Blasting enemies with a shotgun seems really satisfying and explosions look really neat. I really like the effects that they have in this game.
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