Why go 8-bit low-res?
Artist's Statement | Why do low-res 8-bit in 2021?
Creative limitation helps us explore thematically rich, story-driven games.
Less is more. With low-res, people's imaginations fill in the detail. They project their own emotions onto the few pixels that make up a character’s face. We're miles away from the uncanny valley.
I take the same minimalist approach to storytelling. What are the bare essentials needed to reveal character motivation and plot? How can I hoist as much as possible onto the player’s imagination? How can I use simple game mechanics--including something basic as movement--to transport emotion and meaning?
Why does Christopher Nolan focus on practical special effects and shoot with film? Why does he fight to preserve celluloid when the world has gone digital? Maybe the same reason a community of people still create games for a console nearing 30 years old. It is something more than nostalgia. There are qualities unique to the technology of its time. The new does not need to push out the old.
The '90s came and went. We moved on to 4k, 3d and VR but there are spaces of possibility we did not fully explore when the Gameboy was in its heyday. It's worth going back in time to see if we can do more with less.
PLAY THE GAME (browser version with sound)
The Year After
A game about life, love, loss and time
Status | Released |
Author | Hadrian Lin |
Genre | Visual Novel, Adventure |
Tags | 8-Bit, Atmospheric, Game Boy, gb-studio, gbstudio, Narrative, Pixel Art, Story Rich, Walking simulator |
Languages | English, Spanish; Latin America, French, Portuguese (Portugal), Turkish |
More posts
- Evolution of the StoryApr 30, 2022
- Move MeDec 23, 2021
- Taipei Indie Game Award Finalist for NarrationDec 15, 2021
- A Love Letter to GB Studio and Rapid IterationSep 18, 2021
- Say it with ObjectsSep 13, 2021
- Collector's Edition Published by Incube8 GamesSep 10, 2021
- Showcased at G-STAR 2020Nov 26, 2020
- Kintsugi Pottery: Let the Game Design ItselfOct 01, 2020
Comments
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Just played the Manifold Core, great philosophy and can still be seen in your new games. Great work!
This was an interesting read, I can see this method been executed in games like Undertale and Oneshot as well.
If the artstyle of these games were, for example, 3D, then that would've been more distracting, and probably an effort better spend on fleshing out the story/characters more.
You said it well!