The Timeless Beauty of Pre Rendered Graphics

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When I look back at the PC games of the late 90s  and early 2000s, there's a distinct visual style   that I believe truly stands the test of time. It's  when the game employs pre-rendered graphics paired   with an isometric perspective. Curious about  what that looks like? Here, let me show you.  Is it just me, or do these games look just as  beautiful as they did over twenty years ago?  The rich details, the handcrafted feel and level  of cohesion all culminate into one of my favorite   aesthetics of that era. Where did this style come  from you might ask? Well, allow me to explain.  Back in the late 90s, real-time 3D graphics  were still in its infancy. These early games   were usually pixelated, lacked details and  suffered low framerates. Rendering complex   scenes in real-time required a lot of processing  power and memory, which many computers at the time   simply didn’t have. To achieve a higher level  of fidelity, developers thought of a solution.  They’d create highly detailed environments,  characters, and objects, then render them on   powerful PCs as static images or sequences  of images. All assets were created with a   fixed isometric perspective, this means they  are viewed diagonally from above. Despite   their static nature, isometric pre-rendered  graphics can create the illusion of depth   and three-dimensionality through clever use of  shading, lighting, and perspective techniques.   Since these games didn't require rendering  most or any of their assets in real-time,   developers could pack them with far more  detail than their true 3D counterparts.  This particular art style was most prominently  seen in role playing, strategy and management   games. I’d say the golden age started with the  first Diablo in 1997 and ended around the start   of 2003 with Sim City 4. Occasionally, you'd  still stumble upon a game using this art style,   but by the end of 2004, it had largely become  obsolete. Which leads me to the question: why was   this technique mostly abandoned by the mid-2000s? The whole reason this technique was used in the   first place was due to hardware limitations.  However, as we entered the mid-2000s,   rapid advancements in new graphics hardware and  rendering techniques emerged. These advancements   made it possible to render 3D graphics in  real-time that didn’t look like a slideshow.   Oh, how the times have changed. Another reason for the switch to 3D is the   limitation of pre-rendered graphics in terms of  interactivity and adaptability. As games evolved   to become more complex, the use of pre-rendered  graphics became increasingly impractical.  The same applied to the development of  pre-rendered graphics. If you wanted   to change an asset, you couldn’t simply tweak  it; you had to fully re-render it. Being able   to tweak a model within a couple of clicks  meant developers could work a lot faster. You’re inclined to think that was  it for that aesthetic, right? Well,   I’m happy to report, it's made a bit of a  comeback, especially in the indie scene!  It seems I’m not the only one who still adores  that pre-rendered look. Obsidian Entertainment   released a game called Pillars of Eternity in  2015, developed by CRPG veterans like Josh Sawyer,   Tim Cain, and Chris Avellone. Obsidian would  drop two more games in this graphical style with:   Tyranny and Pillars of Eternity: Deadfire. Another relatively recent game with an amazing   pre-rendered art style is Disco: Elysium. In this  game they went for a more painting like aesthetic.  Next up are The Brotherhood’s Games, they  are an indie studio that made four adventure   games in this style called: Cayne, Stasis,  Beautiful Desolation and Stasis: Bone Totem.  Then there are also games that keep  the isometric perspective but don’t   use pre-rendered graphics and go for hand drawn  sprites instead, like all of Supergiant’s games.  Alongside all of these new releases, a lot  of classic games have received the remaster   treatment. This allows people to enjoy  these timeless games on modern machines.   And man do they look beautiful on there. It’s a  testament of why hardware and budget limitations   can produce some incredible art. In a world where triple-A studios   relentlessly pursue photorealism—nothing  inherently wrong with that, of course— I'm   happy to see the preservation of these older games  and the passing of the torch to create new ones.  I’ve compiled a list of my favorite games in  this style that I think deserve your attention,   feel free to pause the video if you need to. Of course, there are plenty more games that use  this art style but this is a nice place to start. I want to thank you for taking the time out of   your day to listen to me ramble on about video  game art, if you want to see more retrospective   content like this, I’d really appreciate it  if you like the video, leave a comment and   subscribe to the channel. Now if you’ll excuse  me, I’m off to play some Desperados, Peace!
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Channel: GameTalesHQ
Views: 1,109,822
Rating: undefined out of 5
Keywords: Pre-rendered graphics, Pre-render, Isometric, Pre rendered graphics, Pre rendered Backgrounds, Pre-rendered backgrounds, Real time tactics, Desperados, Commandos, Baldurs Gate, Fallout, Classic games, Classic RPGs, Baked, Beach Life, Virtual Resort Spring Break, Stronghold, Stronghold Crusader, Age of Empires, Definitive Editions, Remaster, Timeless, Retrospective, Isometric PC games, Strategy Games, Classic Role Playing Games, The Sims, Sim City 4, Fallout 1, Fallout 2, Tim Cain
Id: e3SwbHIPnfo
Channel Id: undefined
Length: 5min 21sec (321 seconds)
Published: Wed Apr 24 2024
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