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Concept »
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters also used this technique. Some used it as a stylistic choice like Paper Mario and Rakugaki Showtime.
8-bit can be a reference to actual computing power, or it can be a retro look for videogames that want to recall a bygone era.
A genre of FPS games that are either designed to look and play like 90's shooters or built on game engines from that era.
Games that can be played with a CGA monitor and graphics card. CGA, Color Graphics Adapter was the first generation of color graphics for the IBM PC.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
In video games, dithering is a graphical technique using pixel patterns to simulate additional colors or transparency. While far more common on CRTs, many games still use the technique, especially games which use pixel art.
A minimalist 8-bit "fantasy console" engine designed by Lexaloffle Games in 2015.
Levels whose visual design represents objects or symbols (including text).
The proprietary game engine(s) used by the indie games designed using the RPG Maker series of game development software.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
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