Eyes like an ostrich or alpaca.
Pointed chin.
Glossy white hair.
Somehow this style falls into the low_quality or worst_quality category.
So if you choose this style, it tends to have too many limbs like Chaos Shape.
Legacy and so sweet.
Description
FAQ
Comments (4)
There were a lot of things not going well for early 90's games. Low resolution medium colors, or high resolution and almost no colors. (256 vs 16), the limited primary color set, or using the 18bit DAC with only 260k colors as a range (which is more than enough for 320x200, but not for 1024x768 and up), and of course heavy dithering.
Then the style which makes half of almost everything look like Ranma 1/2 (including Sailor Moon, Slayers, Those who hunt elves, etc). But it was the style everything was at the time. Didn't help anime and resolutions were dog water but no real alternative due to hardware limitations til close to 2000 (then again it was worse on SegaCD...). Think i only used 800x600 for the longest time til recently getting an HD TV and can push to 1080p.
Still, the styles will hold a place for me. Think i played some DOS Rance games mid 90's where the resolution auto-censored things just due to limitations. What fun.
one hell of a 90's pc deep dive, cool. i agree though, there's something very charming about this era that makes it unique from the console scene.
Compared to the era of titles like "Do Dutch Wives Dream of Electric Eels?", computers such as the X68000 and PC-98 had significantly improved performance. Games like "The Distillation Tower of Zalbaar", "DALK", "Gakuen KING", "Angie in the Land of Decadence","Mamatoto" and "Filsnown" featured notable advancements in both graphics and gameplay, and artists of the time were highly focused on how to express character portraits within very limited memory constraints.
@sneedingonmyligma420 I did some DOS programming back in the day in assembly, and grew up with 8bit (Atari/Apple 2) and 16bit computers. So a lot of this is just familiar background information off the top of my head; But it was precisely those heavy limitations that resulted in the art style we're familiar with. Especially the system 16 colors with BOLD colors that clashed with everything.
Even with 32bit computers, many video cards limited you to 640x480 or 800x600 with 16 to 256 colors (commercial GPU's often had 16Mb or less, like the Voodoo cards or 3DFX). Only since say ~2010 would i say 32bit color and 1080p screens was becoming commonplace.







